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author | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 00:09:19 +0000 |
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committer | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 00:09:19 +0000 |
commit | 8f170f0cad67b6bd94e04fe517ba3fe0dfe1099d (patch) | |
tree | 1d34c833979405c8f2edafc0209961268a26218f | |
parent | 9ea1096f3ee6102ad83982ebaedbc954c5d19b69 (diff) | |
download | usdx-8f170f0cad67b6bd94e04fe517ba3fe0dfe1099d.tar.gz usdx-8f170f0cad67b6bd94e04fe517ba3fe0dfe1099d.tar.xz usdx-8f170f0cad67b6bd94e04fe517ba3fe0dfe1099d.zip |
notes can now have tiled texture (32x32 pixels)
http://imageshock.eu/img/tilednotes_PoC.jpg
http://imageshock.eu/img/tilednotes_PoC2.jpg
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@311 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index 077f5121..df729bd4 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -255,11 +255,13 @@ begin Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f((Rec.Right-Rec.Left)/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f((Rec.Right-Rec.Left)/32, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
@@ -363,8 +365,8 @@ var glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f((Rec.Right-Rec.Left)/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f((Rec.Right-Rec.Left)/32, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glColor3f(1, 1, 1);
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