remove optimization that doesn't call Actor::SetTextureRenderStates(). This optimization was causing the texture filtering mode to not be set.

This commit is contained in:
Chris Danford
2008-01-11 21:51:15 +00:00
parent 65aa9ecbe5
commit eb23340e86
+7 -2
View File
@@ -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 );