always honor m_bTextureWrapping; I can think of obvious uses for
it when using custom texture coords
This commit is contained in:
@@ -263,16 +263,13 @@ void Sprite::DrawPrimitives()
|
|||||||
v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
|
v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
|
||||||
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
|
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
|
||||||
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
|
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
|
||||||
|
|
||||||
/* XXX: Why don't we honor m_bTextureWrapping when using custom coords? */
|
|
||||||
DISPLAY->EnableTextureWrapping();
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
|
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
|
||||||
TexCoordsFromRect(v, *pTexCoordRect);
|
TexCoordsFromRect(v, *pTexCoordRect);
|
||||||
DISPLAY->EnableTextureWrapping(m_bTextureWrapping);
|
|
||||||
}
|
}
|
||||||
|
DISPLAY->EnableTextureWrapping(m_bTextureWrapping);
|
||||||
}
|
}
|
||||||
|
|
||||||
DISPLAY->SetTextureModeModulate();
|
DISPLAY->SetTextureModeModulate();
|
||||||
|
|||||||
Reference in New Issue
Block a user