Removing "fadecolor". Fading is useful, but being able to fade with a factor

other than #FFFFFF00 has never been useful, and it complicates the code.

Note that "diffuse" and fading do combine, so a sprite with diffuse,#FF0000
will still fade out correctly.
This commit is contained in:
Glenn Maynard
2005-01-01 21:59:35 +00:00
parent b68abb98aa
commit 35c718b990
2 changed files with 14 additions and 26 deletions
+2 -4
View File
@@ -222,12 +222,10 @@ void BitmapText::DrawChars()
FadeSize.right = (1.0f-LeftPercent) * HorizRemaining;
}
const RageColor &FadeColor = m_pTempState->fadecolor;
/* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade all the way to
* 0 if the crop is beyond the outer edge.) */
const RageColor RightColor = scale( FadeSize.right, FadeDist.right, 0, RageColor(1,1,1,1), FadeColor );
const RageColor LeftColor = scale( FadeSize.left, FadeDist.left, 0, RageColor(1,1,1,1), FadeColor );
const RageColor RightColor = scale( FadeSize.right, FadeDist.right, 0, RageColor(1,1,1,1), RageColor(1,1,1,0) );
const RageColor LeftColor = scale( FadeSize.left, FadeDist.left, 0, RageColor(1,1,1,1), RageColor(1,1,1,0) );
const float StartFadeLeftPercent = m_pTempState->crop.left;
const float StopFadeLeftPercent = m_pTempState->crop.left + FadeSize.left;