void DrawPolyGL(PolyVCN *poly) { verts += poly->nVerts; SelectState(RenderStateTable[poly->type]); CV->AddPoly(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly,poly->xyz,poly->rgba,poly->I,NULL,false); TheStateStack.context->SetPalID(0); }
void DrawPolyFG(PolyVC *poly) { verts += poly->nVerts; SetSpecularFog(); SelectState(RenderStateTable[poly->type]); CV->AddPoly(PRIM_COLOP_COLOR,poly,poly->xyz,poly->rgba,NULL,NULL,false); TheStateStack.context->SetPalID(0); }
void DrawPolyL(PolyFCN *poly) { verts += poly->nVerts; SetForegroundColor(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly->rgba,poly->I); SelectState(RenderStateTable[poly->type]); CV->AddPoly(PRIM_COLOP_NONE,poly,poly->xyz,NULL,NULL,NULL,true); TheStateStack.context->SetPalID(0); }
void DrawPolyTGL(PolyTexVCN *poly) { verts += poly->nVerts; SelectState(RenderStateTable[poly->type]); // TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]); CV->AddUsedTexture(poly->texIndex); // Updates Texture Index CV->AddPoly(PRIM_COLOP_INTENSITY | PRIM_COLOP_TEXTURE,poly,poly->xyz,NULL,poly->I,poly->uv,false); TheStateStack.context->SetPalID(0); }
void DrawPolyF(PolyFC *poly) { verts += poly->nVerts; SetSpecularFog(); SetForegroundColor(PRIM_COLOP_COLOR,poly->rgba,-1); SelectState(RenderStateTable[poly->type]); CV->AddPoly(PRIM_COLOP_NONE,poly,poly->xyz,NULL,NULL,NULL,true); TheStateStack.context->SetPalID(0); }
void DrawPolyATG(PolyTexVC *poly) { verts += poly->nVerts; SelectState(RenderStateTable[poly->type]); ShiAssert((poly->type == ATexG) || (poly->type == CATexG)); // TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]); CV->AddUsedTexture(poly->texIndex); // Updates Texture Index CV->AddPoly(PRIM_COLOP_COLOR | PRIM_COLOP_TEXTURE,poly,poly->xyz,poly->rgba,NULL,poly->uv,false); TheStateStack.context->SetPalID(0); }
void DrawPolyATL(PolyTexFCN *poly) { verts += poly->nVerts; SetForegroundColor(PRIM_COLOP_COLOR | PRIM_COLOP_INTENSITY,poly->rgba,poly->I); SelectState(RenderStateTable[poly->type]); // TheTextureBank.Select(TheStateStack.CurrentTextureTable[poly->texIndex]); CV->AddUsedTexture(poly->texIndex); // Updates Texture Index CV->AddPoly(PRIM_COLOP_TEXTURE,poly,poly->xyz,NULL,NULL,poly->uv,true); TheStateStack.context->SetPalID(0); }
END_VAR_TABLE void RPG_AiControllerComponent::ServerTick(float deltaTime) { VASSERT(GetOwner()); if(static_cast<RPG_Character*>(GetOwner())->IsDead()) { return; } SelectState(); UpdateState(deltaTime); }