revert Sprite custom texture coordinate code (to fix rotated banner)

This commit is contained in:
Chris Danford
2003-06-23 04:49:28 +00:00
parent efb4478a88
commit 4fcd08a7d5
10 changed files with 163 additions and 106 deletions
+11 -8
View File
@@ -212,7 +212,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
switch( effect )
{
@@ -546,7 +546,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
}
break;
case TYPE_PARTICLES:
@@ -638,13 +638,16 @@ void BGAnimationLayer::Update( float fDeltaTime )
case TYPE_STRETCH:
for( i=0; i<m_Sprites.size(); i++ )
{
RectF texCoords = *m_Sprites[i]->GetActiveTextureCoords();
texCoords.left += fDeltaTime*m_fStretchTexCoordVelocityX;
texCoords.right += fDeltaTime*m_fStretchTexCoordVelocityX;
texCoords.top += fDeltaTime*m_fStretchTexCoordVelocityY;
texCoords.bottom+= fDeltaTime*m_fStretchTexCoordVelocityY;
float fTexCoords[8];
m_Sprites[i]->GetActiveTexCoords( fTexCoords );
m_Sprites[i]->SetCustomTextureCoords( texCoords );
for( int j=0; j<8; j+=2 )
{
fTexCoords[j ] += fDeltaTime*m_fStretchTexCoordVelocityX;
fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
}
m_Sprites[i]->SetCustomTextureCoords( fTexCoords );
}
break;
/* case EFFECT_PARTICLES_SPIRAL_OUT: