-
Notifications
You must be signed in to change notification settings - Fork 93
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Minor OpenGL Dark Overlay Fix #557
Minor OpenGL Dark Overlay Fix #557
Conversation
Can you explain the problem further? |
This is the easiest way I can explain the issue: |
Alright, I understand now. |
2fc774b
to
767a41e
Compare
Should be good now 👍 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM
What I don't like here is the mixture of conditions, function return values and actual variables that are passed over to |
Would you be happier if we went with this instead: Or even more broken down:: The problem here is that all these conditions are needed to fully fix this issue. Regarding the The |
Honestly, I'd indeed prefer the second more broken down variant. The problem is not that all these conditions are needed, that's fine. The "problem" is that they are all mangled together and passed into the |
767a41e
to
c339258
Compare
Did a force push with new code with comments. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Better now, thanks!
I tried to get everything ready in the last big PR, but apparently I missed something.
During the last PR, I found and fixed an issue where the dark overlay would actually become inverted when the Invulnerability effect was on.
However my fix accidently made it so that the overlay ignored screen effects (red pain screen, yellow item screen). So this PR allows those effects to show on the overlay, just as it does on Software.
Let me know if there's a better way to simplify this code, because it seems a bit messier than I'd like, but this is the only way I could get it to not invert either the automap or menu overlay.