fix Model doesn't obey m_bTextureWrapping

This commit is contained in:
Chris Danford
2005-02-27 08:31:41 +00:00
parent 8c31d9cdd9
commit 4a2499b0fb
6 changed files with 26 additions and 9 deletions
+3 -1
View File
@@ -328,6 +328,8 @@ void BitmapText::DrawChars()
end++;
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, tex[start] );
// don't bother setting texture render states for text. We never go outside of 0..1.
//Actor::SetTextureRenderStates();
RageSpriteVertex &start_vertex = verts[start*4];
int iNumVertsToDraw = (end-start)*4;
DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
@@ -487,7 +489,7 @@ bool BitmapText::EarlyAbortDraw()
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::DrawPrimitives()
{
Actor::SetRenderStates(); // set Actor-specified render states
Actor::SetGlobalRenderStates(); // set Actor-specified render states
DISPLAY->SetTextureModeModulate();
/* Draw if we're not fully transparent or the zbuffer is enabled */