fix 'no stroke draws if any Font doesn't have a stroke texture'
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@@ -331,22 +331,27 @@ void BitmapText::DrawChars( bool bUseStrokeTexture )
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int end = start;
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while( end < iEndGlyph && m_vpFontPageTextures[end] == m_vpFontPageTextures[start] )
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end++;
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DISPLAY->ClearAllTextures();
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if( bUseStrokeTexture && m_vpFontPageTextures[start]->m_pTextureStroke )
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DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureStroke->GetTexHandle() );
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else
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DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() );
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/* Don't bother setting texture render states for text. We never go outside of 0..1. */
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/* We should call SetTextureRenderStates because it does more than just setting
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* the texture wrapping state. If setting the wrapping state is found to be slow,
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* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
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Actor::SetTextureRenderStates();
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RageSpriteVertex &start_vertex = m_aVertices[start*4];
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int iNumVertsToDraw = (end-start)*4;
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DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
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bool bHaveATexture = !bUseStrokeTexture || (bUseStrokeTexture && m_vpFontPageTextures[start]->m_pTextureStroke);
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if( bHaveATexture )
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{
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DISPLAY->ClearAllTextures();
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if( bUseStrokeTexture )
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DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureStroke->GetTexHandle() );
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else
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DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() );
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/* Don't bother setting texture render states for text. We never go outside of 0..1. */
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/* We should call SetTextureRenderStates because it does more than just setting
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* the texture wrapping state. If setting the wrapping state is found to be slow,
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* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
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Actor::SetTextureRenderStates();
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RageSpriteVertex &start_vertex = m_aVertices[start*4];
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int iNumVertsToDraw = (end-start)*4;
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DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
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}
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start = end;
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}
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}
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@@ -533,8 +538,7 @@ bool BitmapText::EarlyAbortDraw() const
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}
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#define DRAW_STROKE \
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bool bUsingStrokeTexture = !!m_vpFontPageTextures[0]->m_pTextureStroke; \
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if( bUsingStrokeTexture && m_StrokeColor.a > 0 ) \
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if( m_StrokeColor.a > 0 ) \
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{ \
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RageColor c = m_StrokeColor; \
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c.a *= m_pTempState->diffuse[0].a; \
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