let Actor subclasses have first crack at parsing commands

allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
This commit is contained in:
Chris Danford
2003-07-07 01:29:18 +00:00
parent a06eeea9c7
commit c67d78d948
32 changed files with 636 additions and 418 deletions
+4 -4
View File
@@ -412,7 +412,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
const int size = 4096;
static RageVertex queue[size];
static RageSpriteVertex queue[size];
//
// Draw the bottom cap (always wavy)
@@ -421,7 +421,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
@@ -490,7 +490,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
@@ -572,7 +572,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );