| 47 | } |
| 48 | |
| 49 | void Tr2Sprite2dArc::GatherSprites( Tr2Sprite2dScene* renderer ) |
| 50 | { |
| 51 | CCP_STATS_ZONE( __FUNCTION__ ); |
| 52 | |
| 53 | if( !m_display || ( m_spriteEffect == TR2_SFX_NONE ) || ( m_radius == 0.0f ) || ( m_startAngle >= m_endAngle ) ) |
| 54 | { |
| 55 | if( m_renderVertices ) |
| 56 | { |
| 57 | ClearVertices(); |
| 58 | } |
| 59 | return; |
| 60 | } |
| 61 | |
| 62 | if( m_isDirty ) |
| 63 | { |
| 64 | ClearVertices(); |
| 65 | |
| 66 | if( m_spriteEffect >= TR2_SFX_ONE_TEXTURE ) |
| 67 | { |
| 68 | if( m_texturePrimary ) |
| 69 | { |
| 70 | if( !m_texturePrimary->IsGood() ) |
| 71 | { |
| 72 | // Don't draw if we're still loading (or failed) |
| 73 | return; |
| 74 | } |
| 75 | m_texturePrimary->Apply( renderer, 0 ); |
| 76 | } |
| 77 | else |
| 78 | { |
| 79 | // Don't draw if no texture set |
| 80 | return; |
| 81 | } |
| 82 | |
| 83 | if( m_spriteEffect >= TR2_SFX_TWO_TEXTURES ) |
| 84 | { |
| 85 | if( m_textureSecondary ) |
| 86 | { |
| 87 | if( !m_textureSecondary->IsGood() ) |
| 88 | { |
| 89 | // Don't draw if we're still loading (or failed) |
| 90 | return; |
| 91 | } |
| 92 | m_textureSecondary->Apply( renderer, 1 ); |
| 93 | } |
| 94 | else |
| 95 | { |
| 96 | // Don't draw if no texture set |
| 97 | return; |
| 98 | } |
| 99 | } |
| 100 | } |
| 101 | |
| 102 | // Anti-aliased lines are rendered with a quad that is larger. This is then |
| 103 | // compensated for in the pixel shader, using the extra pixels to fill in |
| 104 | // alpha values to do the anti-aliasing |
| 105 | |
| 106 | bool isAA = m_spriteEffect == TR2_SFX_FILL_AA; |
nothing calls this directly
no test coverage detected