From 02a29235a9ca454955478e9812aa974385da4a23 Mon Sep 17 00:00:00 2001 From: zicodxx Date: Wed, 4 May 2011 02:22:17 +0200 Subject: [PATCH] Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated --- CHANGELOG.txt | 1 + main/endlevel.c | 5 +++++ 2 files changed, 6 insertions(+) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 4033a755a..32ad91fa9 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 -------- diff --git a/main/endlevel.c b/main/endlevel.c index 9f13021ca..a5ac78529 100644 --- a/main/endlevel.c +++ b/main/endlevel.c @@ -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);