Page 1 of 1
"Light boxes" problem in enhanced night vision
Posted: Fri Jan 12, 2018 11:00 am
by jablon1000
Re: "Light boxes" problem in enhanced night vision
Posted: Fri Jan 12, 2018 11:06 am
by Graf Zahl
The 'transparent' parts of these sprites are black with no alpha. When these get inverted they turn white. To handle this properly the sprites need to have an alpha channel. This cannot be handled by the renderer without very costly workarounds.
Re: "Light boxes" problem in enhanced night vision
Posted: Fri Jan 12, 2018 11:52 am
by Rip and Tear
Would it be possible for a flag to be added that excludes the actor from being inverted for night vision?
Re: "Light boxes" problem in enhanced night vision
Posted: Fri Jan 12, 2018 12:30 pm
by Mikk-
GzDOOM's enhanced night vision only inverts classes that inherit from the class Inventory, or has the flags ISMONSTER, MISSILE or CORPSE
source: gzdoom/gl/scene/gl_sprite.cpp [line 948]
I guess Project Brutatlity marks those flare/smoke actors as MISSILE.