- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.

This commit is contained in:
Christoph Oelckers 2021-07-02 08:54:15 +02:00
parent 8547a55677
commit 5273ef360e

View file

@ -801,7 +801,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
z = thing->floorz; z = thing->floorz;
} }
// [RH] Make floatbobbing a renderer-only effect. // [RH] Make floatbobbing a renderer-only effect.
else if (thing->flags2 & MF2_FLOATBOB) else
{ {
float fz = thing->GetBobOffset(vp.TicFrac); float fz = thing->GetBobOffset(vp.TicFrac);
z += fz; z += fz;
@ -1135,7 +1135,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
{ {
RenderStyle = STYLE_Stencil; RenderStyle = STYLE_Stencil;
ThingColor = MAKEARGB(255, 0, 0, 0); ThingColor = MAKEARGB(255, 0, 0, 0);
trans = 0.5f; trans *= 0.5f;
hw_styleflags = STYLEHW_NoAlphaTest; hw_styleflags = STYLEHW_NoAlphaTest;
} }