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
+1 -1
View File
@@ -340,7 +340,7 @@ namespace Barotrauma
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend, SamplerState.LinearWrap,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
damageEffect,
cam.Transform);