use SetTextureMode
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@@ -513,7 +513,7 @@ bool BitmapText::EarlyAbortDraw() const
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void BitmapText::DrawPrimitives()
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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/* Draw if we're not fully transparent or the zbuffer is enabled */
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if( m_pTempState->diffuse[0].a != 0 )
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@@ -601,7 +601,7 @@ void BitmapText::DrawPrimitives()
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/* render the glow pass */
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if( m_pTempState->glow.a > 0.0001f )
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{
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DISPLAY->SetTextureModeGlow();
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DISPLAY->SetTextureMode( TextureMode_Glow );
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for( unsigned i=0; i<m_aVertices.size(); i++ )
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m_aVertices[i].c = m_pTempState->glow;
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@@ -773,7 +773,7 @@ void ColorBitmapText::SimpleAddLine( const RString &sAddition, const int iWidthP
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void ColorBitmapText::DrawPrimitives( )
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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/* Draw if we're not fully transparent or the zbuffer is enabled */
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if( m_pTempState->diffuse[0].a != 0 )
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@@ -822,7 +822,7 @@ void ColorBitmapText::DrawPrimitives( )
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/* render the glow pass */
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if( m_pTempState->glow.a > 0.0001f )
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{
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DISPLAY->SetTextureModeGlow();
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DISPLAY->SetTextureMode( TextureMode_Glow );
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for( unsigned i=0; i<m_aVertices.size(); i++ )
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m_aVertices[i].c = m_pTempState->glow;
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