Exemplo n.º 1
0
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();
}
Exemplo n.º 2
0
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();
    }
}
Exemplo n.º 3
0
void SampleScene::Render()
{
	g_CameraManager->CameraRun() ;
	
	Sprite.Render() ;
	//UISprite.Render() ;
	//Sprite2.Render() ;
	//UISprite2.Render() ;
}
Exemplo n.º 4
0
// ----------------------------------------------------------------
//	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();
}