[Scummvm-git-logs] scummvm master -> 6ef805f232c9ea8c01b23291878bcbb4c9d1a9be

OMGPizzaGuy noreply at scummvm.org
Fri Jan 6 03:28:38 UTC 2023


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
6ef805f232 ULTIMA8: Increase invisible blending to 50%


Commit: 6ef805f232c9ea8c01b23291878bcbb4c9d1a9be
    https://github.com/scummvm/scummvm/commit/6ef805f232c9ea8c01b23291878bcbb4c9d1a9be
Author: Matthew Jimenez (matthew.jimenez at outlook.com)
Date: 2023-01-05T21:28:17-06:00

Commit Message:
ULTIMA8: Increase invisible blending to 50%
Increasing this makes item positioning a little easier. The orginal game did a white blended silhouette for item movement, which may be the basis for the previous value, but did not work as well for a full color blend.

Changed paths:
    engines/ultima/ultima8/graphics/xform_blend.h


diff --git a/engines/ultima/ultima8/graphics/xform_blend.h b/engines/ultima/ultima8/graphics/xform_blend.h
index 5db34c391bf..53d560e1653 100644
--- a/engines/ultima/ultima8/graphics/xform_blend.h
+++ b/engines/ultima/ultima8/graphics/xform_blend.h
@@ -79,15 +79,15 @@ inline uint32 P_FASTCALL BlendHighlight(uint32 src, uint32 cr, uint32 cg, uint32
 							 (sb * ica + cb * ca) >> 8);
 }
 
-// This does the invisible blending. I've set it to about 40%
+// This does the invisible blending. (50%)
 inline uint32 P_FASTCALL BlendInvisible(uint32 src, uint32 dst, const Graphics::PixelFormat &format) {
 	uint8 sr, sg, sb;
 	uint8 dr, dg, db;
 	format.colorToRGB(src, sr, sg, sb);
 	format.colorToRGB(dst, dr, dg, db);
-	return format.RGBToColor((sr * 100 + dr * 156) >> 8,
-							 (sg * 100 + dg * 156) >> 8,
-							 (sb * 100 + db * 156) >> 8);
+	return format.RGBToColor((sr * 128 + dr * 128) >> 8,
+							 (sg * 128 + dg * 128) >> 8,
+							 (sb * 128 + db * 128) >> 8);
 }
 
 // This does the translucent highlight blending. (50%)




More information about the Scummvm-git-logs mailing list