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This commit is contained in:
Chris Danford
2002-04-28 20:42:32 +00:00
parent 78f3e80118
commit dad622f11c
63 changed files with 1642 additions and 16473 deletions
+13 -14
View File
@@ -222,29 +222,28 @@ void Sprite::RenderPrimitives()
CUSTOMVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
// shift by one pixel because sprites are not aligned (why?!?)
v[0].p = D3DXVECTOR3( quadVerticies.left+1, quadVerticies.bottom, 0 ); // bottom left
v[1].p = D3DXVECTOR3( quadVerticies.left+1, quadVerticies.top, 0 ); // top left
v[2].p = D3DXVECTOR3( quadVerticies.right+1, quadVerticies.bottom, 0 ); // bottom right
v[3].p = D3DXVECTOR3( quadVerticies.right+1, quadVerticies.top, 0 ); // top right
v[0].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[1].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[2].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.top, 0 ); // top right
if( m_bUsingCustomTexCoords )
{
v[0].tu = m_CustomTexCoords[0]; v[0].tv = m_CustomTexCoords[1]; // bottom left
v[1].tu = m_CustomTexCoords[2]; v[1].tv = m_CustomTexCoords[3]; // top left
v[2].tu = m_CustomTexCoords[4]; v[2].tv = m_CustomTexCoords[5]; // bottom right
v[3].tu = m_CustomTexCoords[6]; v[3].tv = m_CustomTexCoords[7]; // top right
v[0].t = D3DXVECTOR2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = D3DXVECTOR2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = D3DXVECTOR2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = D3DXVECTOR2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
}
else
{
UINT uFrameNo = m_iStateToFrame[m_iCurState];
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].tu = pTexCoordRect->left; v[0].tv = pTexCoordRect->bottom; // bottom left
v[1].tu = pTexCoordRect->left; v[1].tv = pTexCoordRect->top; // top left
v[2].tu = pTexCoordRect->right; v[2].tv = pTexCoordRect->bottom; // bottom right
v[3].tu = pTexCoordRect->right; v[3].tv = pTexCoordRect->top; // top right
v[0].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[1].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[2].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
}
@@ -270,7 +269,7 @@ void Sprite::RenderPrimitives()
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
if( m_bShadow && PREFS && PREFS->GetCurrentGraphicProfileOptions()->m_bShadows )
{
SCREEN->PushMatrix();
SCREEN->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units