remove optimization that doesn't call Actor::SetTextureRenderStates(). This optimization was causing the texture filtering mode to not be set.
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@@ -323,8 +323,13 @@ void BitmapText::DrawChars()
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end++;
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTexture( TextureUnit_1, m_pTextures[start]->GetTexHandle() );
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// don't bother setting texture render states for text. We never go outside of 0..1.
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//Actor::SetTextureRenderStates();
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/* Don't bother setting texture render states for text. We never go outside of 0..1. /*
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/* We should call SetTextureRenderStates because it does more than just setting
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* the texture wrapping state. If setting the wrapping state is found to be slow,
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* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
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Actor::SetTextureRenderStates();
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RageSpriteVertex &start_vertex = m_aVertices[start*4];
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int iNumVertsToDraw = (end-start)*4;
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DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
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