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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@@ -132,7 +132,7 @@ public:
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// parameters have no effect.
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Actor::SetTextureRenderStates();
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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DISPLAY->DrawQuadStrip( m_Slices, ARRAYLEN(m_Slices) );
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}
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@@ -160,7 +160,7 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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const float fRadius = GetUnzoomedWidth()/2.0f*1.1f;
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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if( !m_bValuesVisible )
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@@ -322,7 +322,7 @@ void Model::DrawPrimitives()
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//////////////////////
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if( m_pTempState->diffuse[0].a > 0 )
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{
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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@@ -367,7 +367,7 @@ void Model::DrawPrimitives()
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DISPLAY->SetTexture( TextureUnit_2, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
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DISPLAY->SetTextureModeAdd();
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DISPLAY->SetTextureMode( TextureMode_Add );
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DISPLAY->SetTextureFiltering( true );
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}
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else
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@@ -434,7 +434,7 @@ void Model::DrawPrimitives()
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//////////////////////
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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_pGeometry->m_Meshes.size(); ++i )
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{
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@@ -515,9 +515,9 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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}
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if( bGlow )
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DISPLAY->SetTextureModeGlow();
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DISPLAY->SetTextureMode( TextureMode_Glow );
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else
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer( m_pPlayerState );
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DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
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@@ -503,7 +503,7 @@ void Sprite::DrawTexture( const TweenState *state )
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state->diffuse[2].a > 0 ||
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state->diffuse[3].a > 0 )
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{
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureMode( TextureMode_Modulate );
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//////////////////////
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// render the shadow
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@@ -532,7 +532,7 @@ void Sprite::DrawTexture( const TweenState *state )
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//////////////////////
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if( state->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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v[0].c = v[1].c = v[2].c = v[3].c = state->glow;
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DISPLAY->DrawQuad( v );
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}
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