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Fix SA transparency shit
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parent
afa0c12084
commit
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3 changed files with 19 additions and 8 deletions
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@ -341,9 +341,20 @@ class DtsObject extends GameObject {
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// }
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// TODO TRANSLUENCY SHIT
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}
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if (material.texture == null) {
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var dtsshader = new DtsTexture();
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dtsshader.currentOpacity = 1;
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// Make a 1x1 white texture
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var bitmap = new hxd.BitmapData(1, 1);
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bitmap.setPixel(0, 0, 0xFFFFFF);
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var texture = new Texture(1, 1);
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texture.uploadBitmap(bitmap);
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dtsshader.texture = texture;
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material.mainPass.addShader(dtsshader);
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}
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if (flags & 4 > 0) {
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material.blendMode = BlendMode.Alpha;
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// material.mainPass.culling = h3d.mat.Data.Face.Front;
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material.mainPass.culling = h3d.mat.Data.Face.Front;
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}
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// TODO TRANSPARENCY SHIT
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if (flags & 8 > 0)
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12
src/Main.hx
12
src/Main.hx
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@ -95,13 +95,13 @@ class Main extends hxd.App {
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// sj.x = 3;
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// world.addDtsObject(sj);
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var sb = new Helicopter();
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sb.y = 3;
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world.addDtsObject(sb);
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// var sb = new SuperBounce();
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// sb.y = 3;
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// world.addDtsObject(sb);
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// var sh = new ShockAbsorber();
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// sh.y = -3;
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// world.addDtsObject(sh);
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var sh = new ShockAbsorber();
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sh.y = -3;
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world.addDtsObject(sh);
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// var he = new Helicopter();
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// world.addDtsObject(he);
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@ -27,7 +27,7 @@ class DtsTexture extends hxsl.Shader {
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pixelColor *= c;
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if (specularAlpha)
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specColor *= c.aaa;
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pixelColor.a *= currentOpacity;
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pixelColor.a = c.a * currentOpacity;
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}
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}
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