Fix HWR_DrawConsoleFill.
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@ -1080,7 +1080,7 @@ void HWR_drawAMline(const fline_t *fl, INT32 color)
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// -------------------+
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// -------------------+
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// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that.
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// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that.
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// -------------------+
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// -------------------+
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color)
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 actualcolor)
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{
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{
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FOutVector v[4];
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FOutVector v[4];
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FSurfaceInfo Surf;
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FSurfaceInfo Surf;
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@ -1239,7 +1239,7 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color)
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v[0].tow = v[1].tow = 0.0f;
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v[0].tow = v[1].tow = 0.0f;
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v[2].tow = v[3].tow = 1.0f;
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v[2].tow = v[3].tow = 1.0f;
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Surf.FlatColor.rgba = UINT2RGBA(color);
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Surf.FlatColor.rgba = UINT2RGBA(actualcolor);
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Surf.FlatColor.s.alpha = 0x80;
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Surf.FlatColor.s.alpha = 0x80;
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HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
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HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
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@ -50,7 +50,7 @@ void HWR_CreateStaticLightmaps(INT32 bspnum);
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void HWR_PrepLevelCache(size_t pnumtextures);
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void HWR_PrepLevelCache(size_t pnumtextures);
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void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
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void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
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void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
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void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
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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.
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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.
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void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);
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void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);
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UINT8 *HWR_GetScreenshot(void);
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UINT8 *HWR_GetScreenshot(void);
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@ -1374,7 +1374,7 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
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if (rendermode != render_soft && rendermode != render_none)
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if (rendermode != render_soft && rendermode != render_none)
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{
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{
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UINT32 hwcolor = V_GetHWConsBackColor();
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UINT32 hwcolor = V_GetHWConsBackColor();
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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.
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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.
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return;
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return;
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}
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}
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#endif
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#endif
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