From 5273ef360e2148023f02a4221050092d2d4c4b6f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 2 Jul 2021 08:54:15 +0200 Subject: [PATCH] - fixed: shadow alpha for translucent objects was not correct in the hardware renderer. --- src/rendering/hwrenderer/scene/hw_sprites.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index 8f4842206..c31ae60d0 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -801,7 +801,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t z = thing->floorz; } // [RH] Make floatbobbing a renderer-only effect. - else if (thing->flags2 & MF2_FLOATBOB) + else { float fz = thing->GetBobOffset(vp.TicFrac); z += fz; @@ -1135,7 +1135,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t { RenderStyle = STYLE_Stencil; ThingColor = MAKEARGB(255, 0, 0, 0); - trans = 0.5f; + trans *= 0.5f; hw_styleflags = STYLEHW_NoAlphaTest; }