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author | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 16:30:37 +0000 |
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committer | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 16:30:37 +0000 |
commit | 4d300a0b6d5b074fcea0a1cf9b04f180782aa1c1 (patch) | |
tree | 135416076e1d9438674410c10863b6d7815ce73b | |
parent | 8f170f0cad67b6bd94e04fe517ba3fe0dfe1099d (diff) | |
download | usdx-4d300a0b6d5b074fcea0a1cf9b04f180782aa1c1.tar.gz usdx-4d300a0b6d5b074fcea0a1cf9b04f180782aa1c1.tar.xz usdx-4d300a0b6d5b074fcea0a1cf9b04f180782aa1c1.zip |
Timeprogressbar in singscreen has the new tile capability (8x8 px)
Fixed a minor texture bug too
New kinkier dx skin parts will arrive in the svn soon too
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@312 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index df729bd4..d9582aee 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -1646,20 +1646,22 @@ begin width:= Theme.Sing.StaticTimeProgress.w;
height:= Theme.Sing.StaticTimeProgress.h;
- glColor4f(Theme.Sing.StaticTimeProgress.ColR,
- Theme.Sing.StaticTimeProgress.ColG,
- Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color
+ // glColor4f(Theme.Sing.StaticTimeProgress.ColR,
+ // Theme.Sing.StaticTimeProgress.ColG,
+ // Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum);
-
+// glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ // glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
+
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(x,y);
- glTexCoord2f(0, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y);
+ glTexCoord2f(1, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y);
glTexCoord2f(1, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height);
- glTexCoord2f(1, 0); glVertex2f(x, y+height);
+ glTexCoord2f(0, 1); glVertex2f(x, y+height);
glEnd;
glDisable(GL_TEXTURE_2D);
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