]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fix rendering issues with light crosshairs and the world crosshair
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 7 Nov 2005 06:48:48 +0000 (06:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 7 Nov 2005 06:48:48 +0000 (06:48 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5794 d7cf8633-e32d-0410-b094-e92efae38249

r_crosshairs.c
r_shadow.c

index 113ed591c0db3147803a11f24bc848274e05d136..9e4e9c8148e9ffc151fc7e95d49eb24b70eef664 100644 (file)
@@ -90,7 +90,7 @@ void R_DrawWorldCrosshair(void)
        VectorCopy(trace.endpos, spriteorigin);
 
        // draw the sprite
-       R_DrawSprite(GL_ONE, GL_ONE, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
 }
 
 void R_Draw2DCrosshair(void)
index 4bb7823ef29774396134868c066204a30cfc79c2..b80dab9598ed02f69372beb4460913bf98c2e1f8 100644 (file)
@@ -3134,7 +3134,7 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -3147,7 +3147,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)