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author | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 21:43:39 +0000 |
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committer | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-07-21 21:43:39 +0000 |
commit | e82d6d67a61bc5437074e9fe20a35d2c3945e6ab (patch) | |
tree | 47a9795b871a2a2d4b6349e5d72985d285e8e1c4 /Game | |
parent | 4ddd757d3ee4fa079d8601e03dec0522940070cf (diff) | |
download | usdx-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.pas | 12 |
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;
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