void CEntity::RenderRallyPoint() { if( !m_visible ) return; /* if ( !entf_get(ENTF_HAS_RALLY_POINT) || g_Selection.m_unitUITextures.find(m_base->m_rallyName) == g_Selection.m_unitUITextures.end() ) { return; } */ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias); CSprite sprite; CTexture tex; // tex.SetHandle( g_Selection.m_unitUITextures[m_base->m_rallyName] ); sprite.SetTexture(&tex); // Place the sprite slightly above ground/water level. float terrainHeight = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(m_rallyPoint); float height = std::max(terrainHeight, g_Renderer.GetWaterManager()->m_WaterHeight) + 0.5f; CVector3D rally(m_rallyPoint.x, height, m_rallyPoint.y); sprite.SetTranslation(rally); sprite.Render(); }
void CBoard::Render() { if (m_pBoard) { m_pBoard->Render(); } for (int i = 0; i < 9; i++) { int x = i / 3; int y = i % 3; if ( IsTileFree( x, y ) ) { continue; } CSprite *pIcon = m_iMatrix[x][y] == PLAYER_X ? m_pX : m_pO; if (!pIcon) { continue; } pIcon->SetPosition( (x-1)*DELTA_WIDTH, (y-1)*DELTA_HEIGHT ); pIcon->SetScale( SCALE ); pIcon->Render(); } }
void SampleScene::Render() { g_CameraManager->CameraRun() ; Sprite.Render() ; //UISprite.Render() ; //Sprite2.Render() ; //UISprite2.Render() ; }
// ---------------------------------------------------------------- // Render // ---------------------------------------------------------------- void CAnimation::Render() { CSprite * sprite; if( m_Fps == 0 ) sprite = m_Sprites[0]; else sprite = m_Sprites[m_FrameNumber]; sprite->SetPosition( m_Position ); sprite->Render(); }