Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow.

This commit is contained in:
Ryan Houdek 2012-10-27 22:50:06 -05:00
parent dfb3c44d1a
commit fb92c338af
5 changed files with 46 additions and 46 deletions

View file

@ -306,10 +306,10 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
GLfloat vtx1[] = {
drawrc.left, drawrc.bottom, 1,
drawrc.left, drawrc.top, 1,
drawrc.right, drawrc.top, 1,
drawrc.right, drawrc.bottom, 1
drawrc.left, drawrc.bottom,
drawrc.left, drawrc.top,
drawrc.right, drawrc.top,
drawrc.right, drawrc.bottom,
};
GLfloat tex1[] = { // For TEXTURE0
sourcerc.left, sourcerc.bottom,
@ -319,17 +319,17 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
};
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
// Is this correct?
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glVertexPointer(3, GL_FLOAT, 0, vtx1);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
glVertexPointer(2, GL_FLOAT, 0, vtx1);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
GL_REPORT_ERRORD();
}