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
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@@ -412,7 +412,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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const int size = 4096;
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static RageVertex queue[size];
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static RageSpriteVertex queue[size];
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//
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// Draw the bottom cap (always wavy)
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@@ -421,7 +421,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageSpriteVertex *v = &queue[0];
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RageTexture* pTexture = pBottomCap->GetTexture();
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const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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@@ -490,7 +490,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageSpriteVertex *v = &queue[0];
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RageTexture* pTexture = pSprBody->GetTexture();
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const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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@@ -572,7 +572,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageSpriteVertex *v = &queue[0];
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RageTexture* pTexture = pSprTopCap->GetTexture();
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const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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