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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-07-21 21:43:39 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-07-21 21:43:39 +0000
commite82d6d67a61bc5437074e9fe20a35d2c3945e6ab (patch)
tree47a9795b871a2a2d4b6349e5d72985d285e8e1c4 /Game
parent4ddd757d3ee4fa079d8601e03dec0522940070cf (diff)
downloadusdx-e82d6d67a61bc5437074e9fe20a35d2c3945e6ab.tar.gz
usdx-e82d6d67a61bc5437074e9fe20a35d2c3945e6ab.tar.xz
usdx-e82d6d67a61bc5437074e9fe20a35d2c3945e6ab.zip
Fixed df typo in skins which caused a major feature not show up
There was an error while uploading UDraw.pas last time, fixed now Still working on eyecandy for dx skin, some snippets are in the svn now git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@315 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game')
-rw-r--r--Game/Code/Classes/UDraw.pas12
1 files changed, 5 insertions, 7 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index bf85888d..8945e591 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -1648,21 +1648,19 @@ 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(1, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y);
- glTexCoord2f(1, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height);
+ glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y);
+ glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height);
glTexCoord2f(0, 1); glVertex2f(x, y+height);
glEnd;