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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-10-09 03:34:45 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-10-09 03:34:45 +0000 |
commit | 8bde9095c5840b8d62ebafe11beaed98877d6ac2 (patch) | |
tree | 537f717a339d1247cae222eb7a354ea5dbe8babf /src/openglgraphics.cpp | |
parent | a246c08cef5e4d598fc07a681eb971bfbcf01519 (diff) | |
download | mana-8bde9095c5840b8d62ebafe11beaed98877d6ac2.tar.gz mana-8bde9095c5840b8d62ebafe11beaed98877d6ac2.tar.bz2 mana-8bde9095c5840b8d62ebafe11beaed98877d6ac2.tar.xz mana-8bde9095c5840b8d62ebafe11beaed98877d6ac2.zip |
* Made Sprite into an interface implemented by both FloorItem and Being, which
hook themselves into the map on construction. The improved fringe layer is
working as expected now.
* Made sure TMW compiles without warnings even when using "-Wconversion
-Wshadow -Wcast-qual -Wwrite-strings -ansi -pedantic", lots of cleanups.
* Added two new small tilesets that contain the desert tiles that are twice and
three times the height of a normal tile. One well in new_3-1 has been
converted to use the new double tiles for testing purposes.
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r-- | src/openglgraphics.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp index d7915256..983c948e 100644 --- a/src/openglgraphics.cpp +++ b/src/openglgraphics.cpp @@ -89,13 +89,13 @@ bool OpenGLGraphics::drawImage(Image *image, int srcX, int srcY, srcY += image->bounds.y; // Find OpenGL texture coordinates - float texX1 = srcX / (float)image->texWidth; - float texY1 = srcY / (float)image->texHeight; - float texX2 = (srcX + width) / (float)image->texWidth; - float texY2 = (srcY + height) / (float)image->texHeight; + float texX1 = srcX / (float)image->mTexWidth; + float texY1 = srcY / (float)image->mTexHeight; + float texX2 = (srcX + width) / (float)image->mTexWidth; + float texY2 = (srcY + height) / (float)image->mTexHeight; glColor4f(1.0f, 1.0f, 1.0f, image->alpha); - glBindTexture(GL_TEXTURE_2D, image->glimage); + glBindTexture(GL_TEXTURE_2D, image->mGLImage); drawTexedQuad(dstX, dstY, width, height, texX1, texY1, texX2, texY2); |