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* Use white as colour for blitting sprites, so they look normal.
[matthijs/ABM2.git]
/
ABM2
/
Playground.cpp
diff --git
a/ABM2/Playground.cpp
b/ABM2/Playground.cpp
index 5491025cf0c50f8c819d264fe6fd54b47843aee1..358262fa400dffc85e9324dfcd52694f6c1362ef 100755
(executable)
--- a/
ABM2/Playground.cpp
+++ b/
ABM2/Playground.cpp
@@
-128,7
+128,7
@@
void Playground::Update()
{
\r
CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);
\r
\r
{
\r
CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);
\r
\r
- s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(
0, 0
, 255, 255));
\r
+ s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(
255, 255
, 255, 255));
\r
for (int i=0; i<PLAYGROUND_COLS; ++i)
\r
{
\r
for (int j=0; j<PLAYGROUND_ROWS; ++j)
\r
for (int i=0; i<PLAYGROUND_COLS; ++i)
\r
{
\r
for (int j=0; j<PLAYGROUND_ROWS; ++j)
\r
@@
-505,7
+505,7
@@
void Tile::Draw()
this->sprite->blit(
\r
PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,
\r
PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,
\r
this->sprite->blit(
\r
PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,
\r
PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,
\r
- 1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(
0, 0, 0
, 255)
\r
+ 1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(
255, 255, 255
, 255)
\r
);
\r
#ifdef WIN32
\r
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); // center at the upper-left corner
\r
);
\r
#ifdef WIN32
\r
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); // center at the upper-left corner
\r