clean up RageDisplay methods, add ability to mask song banner
The masking uses the Z-buffer under the assumption that some cards don't have a stencil. Should we be using the stencil instead? It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
This commit is contained in:
@@ -132,7 +132,7 @@ void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
|
||||
m_Sprites.push_back(new Sprite);
|
||||
m_Sprites.back()->LoadBG( sMoviePath );
|
||||
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
|
||||
m_Sprites.back()->EnableAdditiveBlend( true );
|
||||
m_Sprites.back()->SetBlendMode( BLEND_ADD );
|
||||
}
|
||||
|
||||
|
||||
@@ -326,7 +326,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
|
||||
{
|
||||
m_Sprites.push_back(new Sprite);
|
||||
m_Sprites.back()->Load( ID );
|
||||
m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks"
|
||||
m_Sprites.back()->SetTextureWrapping( true ); // gets rid of some "cracks"
|
||||
|
||||
switch( effect )
|
||||
{
|
||||
@@ -385,7 +385,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
|
||||
|
||||
if( sPath.Find("add") != -1 )
|
||||
for( unsigned i=0; i<m_Sprites.size(); i++ )
|
||||
m_Sprites[i]->EnableAdditiveBlend( true );
|
||||
m_Sprites[i]->SetBlendMode( BLEND_ADD );
|
||||
|
||||
/*
|
||||
CString sDir, sFName, sExt;
|
||||
@@ -582,7 +582,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
|
||||
{
|
||||
m_Sprites.push_back(NewSprite(IsBanner));
|
||||
m_Sprites.back()->Load( ID );
|
||||
m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks"
|
||||
m_Sprites.back()->SetTextureWrapping( true ); // gets rid of some "cracks"
|
||||
m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user