Mercurial > mm7
comparison Engine/Graphics/RenderD3D11.cpp @ 2575:a76d408c5132 tip
DrawTranslucent -> DrawTextureGrayShade
Removed old texture drawing stuff
author | a.parshin |
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date | Wed, 09 Mar 2016 01:39:52 +0200 |
parents | dd36326a9994 |
children |
comparison
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2574:dd36326a9994 | 2575:a76d408c5132 |
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63 void RenderD3D11::BlendTextures(unsigned int a2, unsigned int a3, struct Image *a4, struct Texture_MM7 *a5, int t, int start_opacity, int end_opacity) {__debugbreak();} | 63 void RenderD3D11::BlendTextures(unsigned int a2, unsigned int a3, struct Image *a4, struct Texture_MM7 *a5, int t, int start_opacity, int end_opacity) {__debugbreak();} |
64 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture_MM7 *a4, struct Texture_MM7 *a5, int a6, int a7, int a8) {__debugbreak();} | 64 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture_MM7 *a4, struct Texture_MM7 *a5, int a6, int a7, int a8) {__debugbreak();} |
65 void RenderD3D11::DrawTransparentRedShade(float u, float v, struct Image *a4) {__debugbreak();} | 65 void RenderD3D11::DrawTransparentRedShade(float u, float v, struct Image *a4) {__debugbreak();} |
66 void RenderD3D11::DrawTransparentGreenShade(float u, float v, struct Image *pTexture) {__debugbreak();} | 66 void RenderD3D11::DrawTransparentGreenShade(float u, float v, struct Image *pTexture) {__debugbreak();} |
67 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} | 67 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} |
68 void RenderD3D11::DrawMasked(float u, float v, struct Image *pTexture, unsigned __int16 mask) {__debugbreak();} | 68 void RenderD3D11::DrawMasked(float u, float v, struct Image *pTexture, unsigned int, unsigned __int16 mask) {__debugbreak();} |
69 void RenderD3D11::DrawTextureCustomHeight(float u, float v, class Image *img, int height) {__debugbreak();} | 69 void RenderD3D11::DrawTextureCustomHeight(float u, float v, class Image *img, int height) {__debugbreak();} |
70 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();} | 70 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();} |
71 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();} | 71 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();} |
72 void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture_MM7 *a4) {__debugbreak();} | 72 void RenderD3D11::DrawTextureGrayShade(float a2, float a3, struct Image *a4) {__debugbreak();} |
73 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();} | 73 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();} |
74 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();} | 74 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();} |
75 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();} | 75 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();} |
76 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} | 76 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} |
77 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} | 77 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} |
144 { | 144 { |
145 d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); | 145 d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); |
146 } | 146 } |
147 | 147 |
148 | 148 |
149 void RenderD3D11::DrawTextureTransparentColorKey(signed int x, signed int y, struct Texture_MM7 *tex) | |
150 { | |
151 PrepareTextureIndexed(tex); | |
152 DrawTexture((float)x / window->GetWidth(), (float)y / window->GetHeight(), tex->uTextureWidth, tex->uTextureHeight, tex->d3d11_srv, ui_blend_solid); | |
153 } | |
154 | 149 |
155 | 150 |
156 void RenderD3D11::DrawTextureAlphaNew(float u, float v, Image *img) | 151 void RenderD3D11::DrawTextureAlphaNew(float u, float v, Image *img) |
157 { | 152 { |
158 __debugbreak(); | 153 __debugbreak(); |
159 } | |
160 | |
161 void RenderD3D11::DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture_MM7 *a4) | |
162 { | |
163 PrepareTextureIndexed(a4); | |
164 DrawTexture((float)uX / window->GetWidth(), (float)uY / window->GetHeight(), a4->uTextureWidth, a4->uTextureHeight, a4->d3d11_srv, ui_blend_alpha); | |
165 } | |
166 | |
167 | |
168 void RenderD3D11::DrawTextureNew(float u, float v, Texture_MM7 *tex) | |
169 { | |
170 __debugbreak(); | |
171 } | 154 } |
172 | 155 |
173 | 156 |
174 void RenderD3D11::DrawTextureNew(float u, float v, Image *tex) | 157 void RenderD3D11::DrawTextureNew(float u, float v, Image *tex) |
175 { | 158 { |