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implemented texture raster renderstates
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@@ -263,7 +263,9 @@ im2dtest(void)
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verts[i].setV(vs[i].v, recipZ);
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}
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rw::engine->imtexture = tex2;
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex2->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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@@ -305,7 +307,9 @@ im3dtest(void)
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verts[i].setV(vs[i].v);
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}
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rw::engine->imtexture = tex;
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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/*
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genIm3DTransform(verts, 8, nil);
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@@ -325,9 +329,9 @@ Draw(float timeDelta)
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camera->update();
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camera->m_rwcam->beginUpdate();
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// Scene.clump->render();
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Scene.clump->render();
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// im2dtest();
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tlTest(Scene.clump);
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// tlTest(Scene.clump);
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// im3dtest();
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// printScreen("Hello, World!", 10, 10);
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