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finished sprites
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38a01a59fa
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@ -148,10 +148,10 @@ CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, fl
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// Fade out when too near
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// why not in buffered version?
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if(z < 3.0f){
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if(z < 1.5f)
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if(z < 2.3f){
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if(z < 1.3f)
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return;
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int f = (z - 1.5f)/1.5f * 255;
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int f = (z - 1.3f)/(2.3f-1.3f) * 255;
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r = f*r >> 8;
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g = f*g >> 8;
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b = f*b >> 8;
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@ -120,6 +120,8 @@ CSprite2d::Draw(float x1, float y1, float x2, float y2, float x3, float y3, floa
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void
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CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const CRGBA &c2, const CRGBA &c3)
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{
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float offset = 1.0f/1024.0f;
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// This is what we draw:
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// 0---1
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// | / |
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@ -130,8 +132,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[0], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[0], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], 0.0f, RecipNearClip);
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RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[1], r.right);
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RwIm2DVertexSetScreenY(&maVertices[1], r.top);
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@ -139,8 +141,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[1], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[1], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&maVertices[1], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], 0.0f, RecipNearClip);
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RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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@ -148,8 +150,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[2], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, RecipNearClip);
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RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, RecipNearClip);
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RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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@ -157,8 +159,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[3], NearCamZ);
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RwIm2DVertexSetRecipCameraZ(&maVertices[3], RecipNearClip);
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RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&maVertices[3], 0.0f, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], 1.0f, RecipNearClip);
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RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, RecipNearClip);
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RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, RecipNearClip);
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}
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void
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