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:
Chris Danford
2003-05-15 06:09:19 +00:00
parent 2b1099666c
commit 54bedc3eba
27 changed files with 169 additions and 252 deletions
+4 -4
View File
@@ -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) );
}
}