From d9f628c9f1e9eb53e4de861b30a347d396a76292 Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 7 Nov 2005 06:48:48 +0000 Subject: [PATCH] fix rendering issues with light crosshairs and the world crosshair git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5794 d7cf8633-e32d-0410-b094-e92efae38249 --- r_crosshairs.c | 2 +- r_shadow.c | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/r_crosshairs.c b/r_crosshairs.c index 113ed591..9e4e9c81 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -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) diff --git a/r_shadow.c b/r_shadow.c index 4bb7823e..b80dab95 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -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) -- 2.39.2