Unstable 0.1500.0.0
This commit is contained in:
@@ -238,13 +238,13 @@ namespace Barotrauma.Lights
|
||||
//draw a black rectangle on hulls to hide background lights behind subs
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
if (backgroundObstructor != null)
|
||||
/*if (backgroundObstructor != null)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
|
||||
spriteBatch.End();
|
||||
}
|
||||
}*/
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
|
||||
Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
|
||||
@@ -258,7 +258,7 @@ namespace Barotrauma.Lights
|
||||
spriteBatch.End();
|
||||
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
|
||||
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.ToVector4());
|
||||
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.Opaque().ToVector4());
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect);
|
||||
Submarine.DrawDamageable(spriteBatch, null);
|
||||
spriteBatch.End();
|
||||
|
||||
Reference in New Issue
Block a user