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hub / github.com/DescentDevelopers/Descent3 / GetFaceAlpha

Function GetFaceAlpha

Descent3/render.cpp:239–253  ·  view source on GitHub ↗

Determines if a face draws with alpha blending Parameters: fp - pointer to the face in question bm_handle - the handle for the bitmap for this frame, or -1 if don't care about transparence Returns: bitmask describing the alpha blending for the face the return bits are the ATF_ flags in renderer.h

Source from the content-addressed store, hash-verified

237// transparence Returns: bitmask describing the alpha blending for the face
238// the return bits are the ATF_ flags in renderer.h
239static inline int GetFaceAlpha(face *fp, int bm_handle) {
240 int ret = AT_ALWAYS;
241 if (GameTextures[fp->tmap].flags & TF_SATURATE) {
242 ret = AT_SATURATE_TEXTURE;
243 } else {
244 // Check the face's texture for an alpha value
245 if (GameTextures[fp->tmap].alpha < 1.0)
246 ret |= ATF_CONSTANT;
247
248 // Check for transparency
249 if (GameBitmaps[bm_handle].format != BITMAP_FORMAT_4444 && GameTextures[fp->tmap].flags & TF_TMAP2)
250 ret |= ATF_TEXTURE;
251 }
252 return ret;
253}
254// Determine if you should render through a portal
255// Parameters: rp - the room the portal is in
256// pp - the portal we're checking

Callers 3

RenderPastPortalFunction · 0.70
RenderFaceFunction · 0.70
RenderRoomUnsortedFunction · 0.70

Calls

no outgoing calls

Tested by

no test coverage detected