Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file
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@@ -124,21 +124,15 @@ namespace Barotrauma
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if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.Additive,
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
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for (int i = 1; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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float scale = 1.0f - i * 0.2f;
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
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float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
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if (alpha <= 0.0f) continue;
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Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
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Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
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@@ -151,11 +145,11 @@ namespace Barotrauma
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spriteBatch.Draw(dustParticles.Texture,
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new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
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dustParticles.SourceRect, Color.White * alpha, 0.0f,
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new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 0);
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new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - scale);
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}
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spriteBatch.End();
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RenderWalls(GameMain.CurrGraphicsDevice, cam);
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}
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