half-finished codes, options icons, and two new modifiers.

This commit is contained in:
Chris Danford
2002-09-02 21:59:58 +00:00
parent d7e6f59b3b
commit 7d4cf73000
87 changed files with 1313 additions and 1109 deletions
+10 -10
View File
@@ -143,8 +143,8 @@ bool Sprite::LoadTexture( CString sTexturePath, bool bForceReload, int iMipMaps,
assert( m_pTexture != NULL );
// the size of the sprite is the size of the image before it was scaled
SetWidth( (float)m_pTexture->GetSourceFrameWidth() );
SetHeight( (float)m_pTexture->GetSourceFrameHeight() );
Sprite::m_size.x = (float)m_pTexture->GetSourceFrameWidth();
Sprite::m_size.y = (float)m_pTexture->GetSourceFrameHeight();
// Assume the frames of this animation play in sequential order with 0.2 second delay.
for( int i=0; i<m_pTexture->GetNumFrames(); i++ )
@@ -263,7 +263,7 @@ void Sprite::DrawPrimitives()
if( m_temp_colorDiffuse[0].a != 0 )
if( m_temp.diffuse[0].a != 0 )
{
//////////////////////
// render the shadow
@@ -272,7 +272,7 @@ void Sprite::DrawPrimitives()
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
DISPLAY->AddQuad( v );
DISPLAY->PopMatrix();
}
@@ -280,20 +280,20 @@ void Sprite::DrawPrimitives()
//////////////////////
// render the diffuse pass
//////////////////////
v[0].color = m_temp_colorDiffuse[2]; // bottom left
v[1].color = m_temp_colorDiffuse[0]; // top left
v[2].color = m_temp_colorDiffuse[3]; // bottom right
v[3].color = m_temp_colorDiffuse[1]; // top right
v[0].color = m_temp.diffuse[2]; // bottom left
v[1].color = m_temp.diffuse[0]; // top left
v[2].color = m_temp.diffuse[3]; // bottom right
v[3].color = m_temp.diffuse[1]; // top right
DISPLAY->AddQuad( v );
}
//////////////////////
// render the glow pass
//////////////////////
if( m_temp_colorGlow.a != 0 )
if( m_temp.glow.a != 0 )
{
DISPLAY->SetColorDiffuse();
v[0].color = v[1].color = v[2].color = v[3].color = m_temp_colorGlow;
v[0].color = v[1].color = v[2].color = v[3].color = m_temp.glow;
DISPLAY->AddQuad( v );
}
}