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authorPeter Kohaut2016-09-26 23:38:35 +0200
committerEugene Sandulenko2016-09-29 22:33:41 +0200
commitf1cb735ee07c11785f67080ea800a72dd551ae19 (patch)
tree7f67364d748a1091164ecaa98386165a76f78a8f /engines/bladerunner/actor.cpp
parentcfc8ffed8af71714cc6378b412557d5fc03781d4 (diff)
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BLADERUNNER: added rendering support for lighting and effects, but its not working correctly yet
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index c0c042e47f..29c83e78cb 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -399,12 +399,11 @@ bool Actor::tick(bool forceDraw) {
void Actor::draw() {
Vector3 draw_position(_position.x, -_position.z, _position.y + 2.0);
float draw_facing = M_PI - _facing * M_PI / 512.0;
- // float draw_scale = _scale;
+ float draw_scale = _scale;
// TODO: Handle SHORTY mode
-
- _vm->_sliceRenderer->setupFrame(_animationId, _animationFrame, draw_position, draw_facing);
- _vm->_sliceRenderer->drawFrame(_vm->_surface2, _vm->_zBuffer2);
+
+ _vm->_sliceRenderer->drawFrame(_animationId, _animationFrame, draw_position, draw_facing, draw_scale, _vm->_surface2, _vm->_zBuffer2);
}
int Actor::getSetId() {