//--------------------------------------------------------------------- // RenderAsOffset //--------------------------------------------------------------------- void CSkinHighlightBar::RenderAtRect( LPDIRECT3DDEVICE8 displayDevice, FLOAT left, FLOAT top, FLOAT right, FLOAT bottom ) const { displayDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); displayDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); displayDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); displayDevice->SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE ); displayDevice->SetTexture( 0, NULL ); displayDevice->Begin( D3DPT_QUADLIST ); displayDevice->SetVertexDataColor( D3DVSDE_DIFFUSE, m_cornerColors[0] ); displayDevice->SetVertexData4f( D3DVSDE_VERTEX, left, top, 1.0f, 1.0f ); displayDevice->SetVertexDataColor( D3DVSDE_DIFFUSE, m_cornerColors[1] ); displayDevice->SetVertexData4f( D3DVSDE_VERTEX, right, top, 1.0f, 1.0f ); displayDevice->SetVertexDataColor( D3DVSDE_DIFFUSE, m_cornerColors[2] ); displayDevice->SetVertexData4f( D3DVSDE_VERTEX, right, bottom, 1.0f, 1.0f ); displayDevice->SetVertexDataColor( D3DVSDE_DIFFUSE, m_cornerColors[3] ); displayDevice->SetVertexData4f( D3DVSDE_VERTEX, left, bottom, 1.0f, 1.0f ); displayDevice->End(); }