Texture parameters are bound to the texture, and aren't generic

OpenGL state, so we need to set the texture *before* setting other
stuff up.
This commit is contained in:
Glenn Maynard
2002-11-21 22:25:00 +00:00
parent da226d2f57
commit 2cdd509a92
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -223,13 +223,13 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const int fYStep = 8; // draw a segment every 8 pixels // this requires that the texture dimensions be a multiple of 8
DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->EnableTextureWrapping();
DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
//
// Draw the tail
+1 -1
View File
@@ -224,6 +224,7 @@ void Sprite::DrawPrimitives()
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
DISPLAY->SetTexture( m_pTexture );
if( m_pTexture )
{
@@ -253,7 +254,6 @@ void Sprite::DrawPrimitives()
}
}
DISPLAY->SetTexture( m_pTexture );
DISPLAY->SetTextureModeModulate();
if( m_bBlendAdd )
DISPLAY->SetBlendModeAdd();