Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization

This commit is contained in:
Regalis
2016-09-22 18:14:16 +03:00
parent 721f4ff5a6
commit 0ba69a3472
3 changed files with 12 additions and 27 deletions

View File

@@ -437,7 +437,7 @@ namespace Barotrauma
{
if (damageEffect != null)
{
float newCutoff = Math.Min((s.damage / prefab.MaxHealth), 0.65f);
float newCutoff = Math.Min((s.damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
{
@@ -539,7 +539,9 @@ namespace Barotrauma
var section = sections[sectionIndex];
int particleAmount = (int)(Math.Min(Health - section.damage, damage) * Rand.Range(0.1f, 1.0f));
int particleAmount = (int)(Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f));
particleAmount = Math.Min(particleAmount, 200);
for (int i = 0; i < particleAmount; i++)
{
Vector2 particlePos = new Vector2(