- place weapon sprites in a separate render list.

They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
This commit is contained in:
Christoph Oelckers 2019-12-30 19:29:32 +01:00
parent 7ea053bd90
commit ad24a1ce31
24 changed files with 204 additions and 163 deletions

View file

@ -328,11 +328,11 @@ void DMenu::Drawer ()
int y = (!(m_show_backbutton&2))? 0:screen->GetHeight() - h;
if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1))
{
DrawTexture(&twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
}
else
{
DrawTexture(&twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
}
}
}
@ -879,7 +879,7 @@ void M_Drawer (void)
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
{
if (DMenu::CurrentMenu->DimAllowed() && fade && !DrawBackground) twod.AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
if (DMenu::CurrentMenu->DimAllowed() && fade && !DrawBackground) twod->AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
bool going = false;
if (transition.previous)