From eb23340e86ec79dcfb01bd9bbc26663c4d6063d0 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Fri, 11 Jan 2008 21:51:15 +0000 Subject: [PATCH] remove optimization that doesn't call Actor::SetTextureRenderStates(). This optimization was causing the texture filtering mode to not be set. --- stepmania/src/BitmapText.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/stepmania/src/BitmapText.cpp b/stepmania/src/BitmapText.cpp index 481340ea2d..dde97e9b61 100644 --- a/stepmania/src/BitmapText.cpp +++ b/stepmania/src/BitmapText.cpp @@ -323,8 +323,13 @@ void BitmapText::DrawChars() end++; DISPLAY->ClearAllTextures(); DISPLAY->SetTexture( TextureUnit_1, m_pTextures[start]->GetTexHandle() ); - // don't bother setting texture render states for text. We never go outside of 0..1. - //Actor::SetTextureRenderStates(); + + /* Don't bother setting texture render states for text. We never go outside of 0..1. /* + /* We should call SetTextureRenderStates because it does more than just setting + * the texture wrapping state. If setting the wrapping state is found to be slow, + * there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */ + Actor::SetTextureRenderStates(); + RageSpriteVertex &start_vertex = m_aVertices[start*4]; int iNumVertsToDraw = (end-start)*4; DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );