v2.6.1
This commit is contained in:
@@ -248,10 +248,17 @@ namespace Barotrauma
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.Default, null, null,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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@@ -270,11 +277,18 @@ namespace Barotrauma
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BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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