[Fixed] Screen.DrawShape alpha remains constant

Bugs that have been investigated and resolved somehow.

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Screen.DrawShape alpha remains constant

Postby Talon1024 » Wed Jan 13, 2021 1:32 am

If you use Screen.DrawShape, and pass in a DTA_Alpha, it will not change, even if the alpha value changes between frames.

Here is a small example. To run it, just start a game on any map with any IWAD. The squares at each corner should fade in to full opacity, but they don't.

I've noticed this issue with the OpenGL, Vulkan, AND Softpoly renderers BTW.
Joined: 27 Jun 2016
Github ID: Talon1024
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Screen.DrawShape alpha remains constant

Postby Major Cooke » Wed Jan 13, 2021 9:12 pm

Yeah I noticed this too earlier today. Was preparing to make an example but you beat me to it.
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Re: Screen.DrawShape alpha remains constant

Postby _mental_ » Sat Jan 30, 2021 8:06 am

It broke with this commit.
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Re: Screen.DrawShape alpha remains constant

Postby Gutawer » Mon Feb 01, 2021 12:21 pm

Whoops, sorry, I completely forgot about this despite having fixed it locally when the bug was reported.

This PR should resolve the issue: https://github.com/coelckers/gzdoom/pull/1290
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