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undo prev. commit and fix this properly. i'm just blind.
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8b3c00dc76
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2 changed files with 4 additions and 9 deletions
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@ -391,18 +391,11 @@ void Quad::onRender(const RenderState& rs) const
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{
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{
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if (!renderQuad) return;
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if (!renderQuad) return;
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const float _w2 = width*0.5f;
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const float _w2 = width*0.5f;
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const float _h2 = height*0.5f;
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const float _h2 = height*0.5f;
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if (!drawGrid)
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if (!drawGrid)
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{
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{
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const float red = rs.color.x * this->color.x;
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const float green = rs.color.y * this->color.y;
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const float blue = rs.color.z * this->color.z;
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const float alpha = rs.alpha * this->alpha.x * this->alphaMod;
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glColor4f(red, green, blue, alpha);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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{
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{
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glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
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glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
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@ -583,13 +583,15 @@ void RenderObject::renderCall(const RenderState& rs) const
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}
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}
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}
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}
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rs.gpu.setBlend(getBlendType());
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// RenderState color applies to everything in the scene graph,
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// RenderState color applies to everything in the scene graph,
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// so that needs to be multiplied in unconditionally
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// so that needs to be multiplied in unconditionally
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{
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{
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Vector col = this->color * rs.color;
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Vector col = this->color * rs.color;
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glColor4f(color.x, color.y, color.z, rs.alpha*alpha.x*alphaMod);
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glColor4f(col.x, col.y, col.z, rs.alpha*alpha.x*alphaMod);
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}
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}
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rs.gpu.setBlend(getBlendType());
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onRender(rs);
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onRender(rs);
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if (renderCollisionShape)
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if (renderCollisionShape)
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