always honor m_bTextureWrapping; I can think of obvious uses for

it when using custom texture coords
This commit is contained in:
Glenn Maynard
2003-04-21 01:36:53 +00:00
parent c48ade0eb5
commit 9ac592bf2b
+1 -4
View File
@@ -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();