Fix dark rectangles around text (VGUI2 Blur bug) in steam_legacy#300
Open
zz1000-god wants to merge 1 commit intotmp64:masterfrom
Open
Fix dark rectangles around text (VGUI2 Blur bug) in steam_legacy#300zz1000-god wants to merge 1 commit intotmp64:masterfrom
zz1000-god wants to merge 1 commit intotmp64:masterfrom
Conversation
…orders around text)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Problem:
In the steam_legacy version (build 8684), the original hw.dll hardcodes the alpha channel to 0xFF (fully opaque) during the text blur rendering. Because of this, when custom HUD with blur/dim effects are enabled, ugly black/dark rectangles appear around the text instead of a smooth translucent blur.
Solution:
Added an in-memory patch that finds this exact place and replaces the broken instructions. It sets the base color of the blur to pure white (using PUSH -1 and POP [EBX]) while correctly preserving the calculated alpha value.
Thanks to stack optimization, this fix fits perfectly into the original 10-byte space without touching or breaking any surrounding code. The patch is safely disabled for newer Anniversary builds where it's not needed.