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authorEnne Walker <ennewalker@users.sourceforge.net>2010-02-07 12:13:51 -0500
committerEnne Walker <ennewalker@users.sourceforge.net>2010-02-07 12:21:54 -0500
commit8cdc8ec710e9a4eef6c11b09684b936f46d86607 (patch)
tree5397ea085c4810388e897937f63e94ac8865463c /crawl-ref/source/tilebuf.h
parenta4b097865af78dbcd841f264bac1b83847f91b53 (diff)
downloadcrawl-ref-8cdc8ec710e9a4eef6c11b09684b936f46d86607.tar.gz
crawl-ref-8cdc8ec710e9a4eef6c11b09684b936f46d86607.zip
[470] Fix opaque white shallow water in tiles.
Alpha testing is apparently not a dependable feature of OpenGL. Instead, provide an alternate method of drawing submerged tiles that does not depend on it. The older (better looking, in my opinion) behavior can be enabled via an option. It's off by default, so that folks don't file bug reports about shallow water.
Diffstat (limited to 'crawl-ref/source/tilebuf.h')
-rw-r--r--crawl-ref/source/tilebuf.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/crawl-ref/source/tilebuf.h b/crawl-ref/source/tilebuf.h
index ee315a6eca..0b1627fee0 100644
--- a/crawl-ref/source/tilebuf.h
+++ b/crawl-ref/source/tilebuf.h
@@ -167,7 +167,8 @@ public:
//
// All heights are from 0 (top of the tile) to TILE_Y-1 (bottom of the tile)
SubmergedTileBuffer(const TilesTexture *tex,
- int mask_idx, int above_max, int below_min);
+ int mask_idx, int above_max, int below_min,
+ bool better_transparency);
void add(int idx, int x, int y, int z = 0, bool submerged = false,
bool ghost = false, int ox = 0, int oy = 0, int ymax = -1);
@@ -181,6 +182,7 @@ protected:
int m_below_min;
int m_max_z;
+ bool m_better_trans;
ColouredTileBuffer m_below_water;
ColouredTileBuffer m_mask;