bool psCharAppearance::Dequip(csString& slotname, csString& mesh, csString& part, csString& subMesh, csString& texture) { //look Equip() for more informations on this: bracers must be managed separately if (slotname == "bracers") { for(unsigned int position = 0; position < bracersSlotCount; position++) Dequip(BracersSlots[position], mesh, part, subMesh, texture); return true; } if ( slotname == "helm" ) { ShowHair(true); } if ( mesh.Length() ) { ClearEquipment(slotname); Detach(slotname); } // This is a part mesh (ie Mesh) set default mesh for that part. if ( subMesh.Length() ) { DefaultMesh(part); } if ( part.Length() ) { if ( texture.Length() ) { ChangeMaterial(part, texture); } else { DefaultMaterial(part); } DefaultMaterial(part); } ClearEquipment(slotname); return true; }
void CRenderer::RenderText( CIwGxFont * font, const CIwRect & rect, const CIwColour & color, const CIwStringS & txt, IwGxFontAlignHor hAlign, IwGxFontAlignVer vAlign ) { iwsfixed scale = IW_SFIXED(mDeviceParams.scale); iwsfixed offX = mDeviceParams.offsetX; iwsfixed offY = mDeviceParams.offsetY; CIwRect r; r.x = IW_FIXED_MUL(rect.x, scale) + offX; r.y = IW_FIXED_MUL(rect.y, scale) + offY; r.w = IW_FIXED_MUL(rect.w, scale); r.h = IW_FIXED_MUL(rect.h, scale); Flush(); DefaultMaterial(); IwGxFontClearFlags(0xffffffff); IwGxLightingOn(); IwGxFontSetFont( font ); IwGxFontSetCol( color ); //IwGxFontSetScale( scale ); //Set the formatting rect - this controls where the text appears and what it is formatted against IwGxFontSetRect(r); IwGxFontSetAlignmentVer(vAlign); IwGxFontSetAlignmentHor(hAlign); //Draw the text IwGxFontDrawText(txt.c_str()); IwGxLightingOff(); IwGxFontFreeBuffers(); Flush(); }
void Screen3D::SetMaterial(D3DMATERIAL9* Mat) { if(!D3DDevice) return; if(Mat == NULL) { DefaultMaterial(); return; } D3DDevice->SetMaterial( Mat); }
DefaultMaterial::DefaultMaterial(){ DefaultMaterial(glm::vec3(.9f,.9f,.9f)); }