Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated

This commit is contained in:
zicodxx 2011-05-04 02:22:17 +02:00
parent 609bd15fd1
commit 02a29235a9
2 changed files with 6 additions and 0 deletions

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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20110504
--------
editor/segment.c, main/fvi.c, main/gameseg.c, main/physics.c, main/segment.h: Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels
main/endlevel.c: Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
20110424
--------

View file

@ -895,7 +895,12 @@ void render_external_scene(fix eye_offset)
draw_exit_model();
if (ext_expl_playing)
{
if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for the big explosion
gr_settransblend( GR_FADE_OFF, GR_BLEND_ADDITIVE_C );
draw_fireball(&external_explosion);
gr_settransblend( GR_FADE_OFF, GR_BLEND_NORMAL ); // revert any transparency/blending setting back to normal
}
Lighting_on=0;
render_object(ConsoleObject);