diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index f1e53bb28..d9e688c0a 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -1080,7 +1080,7 @@ void HWR_drawAMline(const fline_t *fl, INT32 color) // -------------------+ // HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that. // -------------------+ -void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color) +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 actualcolor) { FOutVector v[4]; FSurfaceInfo Surf; @@ -1239,7 +1239,7 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color) v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = 1.0f; - Surf.FlatColor.rgba = UINT2RGBA(color); + Surf.FlatColor.rgba = UINT2RGBA(actualcolor); Surf.FlatColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index d706aae86..f8524990f 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -50,7 +50,7 @@ void HWR_CreateStaticLightmaps(INT32 bspnum); void HWR_PrepLevelCache(size_t pnumtextures); void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength); -void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color); // Lat: separate flags from color since color needs to be an uint to work right. +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 actualcolor); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum); UINT8 *HWR_GetScreenshot(void); diff --git a/src/v_video.c b/src/v_video.c index cc9040f04..2ec06a787 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -1374,7 +1374,7 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) if (rendermode != render_soft && rendermode != render_none) { UINT32 hwcolor = V_GetHWConsBackColor(); - HWR_DrawConsoleFill(x, y, w, h, hwcolor); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. + HWR_DrawConsoleFill(x, y, w, h, c, hwcolor); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. return; } #endif