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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-07-22 14:40:26 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-07-22 14:40:26 +0000
commit210eeef171f0842a52e1a27008b4a7be41c50ee8 (patch)
tree6eb0457c971b34367bcae33c5eeeaeea86396bec /Game/Code
parentf3827dba23653669fa6da6a641be46f2bb86e811 (diff)
downloadusdx-210eeef171f0842a52e1a27008b4a7be41c50ee8.tar.gz
usdx-210eeef171f0842a52e1a27008b4a7be41c50ee8.tar.xz
usdx-210eeef171f0842a52e1a27008b4a7be41c50ee8.zip
again some fixes in reflection code for buttons and statics
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@318 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UMenuButton.pas6
-rw-r--r--Game/Code/Menu/UMenuStatic.pas4
2 files changed, 5 insertions, 5 deletions
diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas
index fde808e2..919a18c9 100644
--- a/Game/Code/Menu/UMenuButton.pas
+++ b/Game/Code/Menu/UMenuButton.pas
@@ -418,7 +418,7 @@ begin
Spacing := Reflectionspacing
else
Spacing := DeSelectReflectionspacing;
-
+
with Texture do
begin
//Bind Tex and GL Attributes
@@ -440,13 +440,13 @@ begin
//Bottom Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX1*TexW, {TexY1*TexH*}0.5);
+ glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
//Bottom Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX2*TexW, {TexY1*TexH*}0.5);
+ glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z);
//Top Right
diff --git a/Game/Code/Menu/UMenuStatic.pas b/Game/Code/Menu/UMenuStatic.pas
index 41d5046f..5f19fbf3 100644
--- a/Game/Code/Menu/UMenuStatic.pas
+++ b/Game/Code/Menu/UMenuStatic.pas
@@ -52,13 +52,13 @@ begin
//Bottom Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX1*TexW, 0.5*TexH);
+ glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
//Bottom Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX2*TexW, 0.5*TexH);
+ glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
//Top Right