draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet

This commit is contained in:
Chris Danford
2004-02-04 09:55:18 +00:00
parent 9c7d8a60c2
commit 9502f1c262
12 changed files with 96 additions and 25 deletions
+6 -3
View File
@@ -492,7 +492,8 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bIsBeingHeld, f
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
DISPLAY->SetBackfaceCull( false );
DISPLAY->SetTextureWrapping(false);
@@ -563,7 +564,8 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bIsBeingHeld, flo
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
DISPLAY->SetBackfaceCull( false );
DISPLAY->SetTextureWrapping( true );
@@ -665,7 +667,8 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bIsBeingHeld
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, pTexture );
DISPLAY->SetBlendMode( BLEND_NORMAL );
DISPLAY->SetBackfaceCull( false );
DISPLAY->SetTextureWrapping(false);