- fixed: the fullscreen color blends did not set their command's screenFade member.

Since this remained 0, those blends lost their color.
This commit is contained in:
Christoph Oelckers 2021-04-17 23:43:16 +02:00
parent d5dc8230d6
commit 3906d5cfb0

View file

@ -942,6 +942,7 @@ void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, F
{
// Only needed by Raze's fullscreen blends because they are being calculated late when half of the 2D content has already been submitted,
// This ensures they are below the HUD, not above it.
dg.mScreenFade = screenFade;
mData.Insert(0, dg);
}
}