Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation

This commit is contained in:
zico 2013-04-18 12:08:53 +02:00
parent 6d3dc4f1b1
commit b769485d9a
2 changed files with 7 additions and 0 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20130418
--------
main/lighting.c, main/render.c: Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
main/render.c: Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
20130408
--------

View file

@ -269,6 +269,12 @@ void render_face(int segnum, int sidenum, int nv, int *vp, int tmap1, int tmap2,
dyn_light[i].g = MAX_LIGHT;
if (dyn_light[i].b > MAX_LIGHT)
dyn_light[i].b = MAX_LIGHT;
if (PlayerCfg.AlphaEffects) // due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
{
dyn_light[i].r *= .93;
dyn_light[i].g *= .93;
dyn_light[i].b *= .93;
}
}