load TextureOffset values from .ani file for texture frame animation on models

This commit is contained in:
Chris Danford
2005-05-01 00:02:08 +00:00
parent 4144d28bf2
commit d291eda3f8
3 changed files with 60 additions and 27 deletions
+3 -8
View File
@@ -379,14 +379,9 @@ void Model::DrawPrimitives()
DISPLAY->SetMaterial( Emissive, Ambient, Diffuse, mat.Specular, mat.fShininess );
if( mat.diffuse.m_fTexVelocityX != 0 || mat.diffuse.m_fTexVelocityY != 0 )
{
float fScrollX = mat.diffuse.m_fTexVelocityX * mat.diffuse.GetSecondsIntoAnimation() / mat.diffuse.GetAnimationLengthSeconds();
fScrollX += mat.diffuse.m_fTexOffsetX;
float fScrollY = mat.diffuse.m_fTexVelocityY * mat.diffuse.GetSecondsIntoAnimation() / mat.diffuse.GetAnimationLengthSeconds();
fScrollY += mat.diffuse.m_fTexOffsetY;
DISPLAY->TextureTranslate( fScrollX, fScrollY, 0 );
}
RageVector2 vTexTranslate = mat.diffuse.GetTextureTranslate();
if( vTexTranslate.x != 0 || vTexTranslate.y != 0 )
DISPLAY->TextureTranslate( vTexTranslate.x, vTexTranslate.y, 0 );
/* There's some common code that could be folded out here, but it seems
* clearer to keep it separate. */