Thermal artifact, mid-quest message popups, sortmode from immediate to deferred, saving bugfixes
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@@ -174,7 +174,7 @@ namespace Barotrauma
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(new Color(11, 18, 26, 255));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
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Vector2 backgroundPos = cam.Position;
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if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
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@@ -203,8 +203,8 @@ namespace Barotrauma
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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SamplerState.LinearWrap, null, null, null,
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BlendState.NonPremultiplied,
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
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BackgroundSpriteManager.Draw(spriteBatch);
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@@ -237,29 +237,27 @@ namespace Barotrauma
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam);
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//----------------------------------------------------------------------------------------
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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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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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.Default, null, null,
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cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Immediate,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.DepthRead, null, null,
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null, DepthStencilState.Default, null, null,
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cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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@@ -268,19 +266,19 @@ namespace Barotrauma
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//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
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graphics.SetRenderTarget(renderTargetAir);
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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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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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend,
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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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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Immediate,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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