Re #387 Try forcing the pit wall state to be opaque
git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@4022 30fe4595-0a0c-4342-8851-515496e4dcbd Former-commit-id: 59b616bab8e71e268aaa08a6f9cc359b117ceadf Former-commit-id: f0901b8b1a86d863dbcbaa36ffb99bb3de60931c
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1 changed files with 4 additions and 3 deletions
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@ -39,7 +39,7 @@
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// Uncomment to enable support for PNG logos for normal pit-building wall
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// (does not apply to the no-building pit, with the low wall, which already supports PNG).
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//#define PNG_LOGO_SUPPORT 1
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#define PNG_LOGO_SUPPORT 1
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// Some public global variables.
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int grWrldX;
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@ -278,9 +278,10 @@ void grCustomizePits(void)
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// If no car in the pit, or logo file not found, hope for the .rgb in data/textures.
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if (!st) {
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snprintf(buf, sizeof(buf), "data/textures");
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const std::string strRGBLogoFileName = strLogoFileName + ".rgb";
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st = grSsgLoadTexStateEx(strRGBLogoFileName.c_str(), buf, FALSE, FALSE, TRUE);
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const std::string strRGBLogoFileName = strLogoFileName + ".rgb";
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st = grSsgLoadTexStateEx(strRGBLogoFileName.c_str(), buf, FALSE, FALSE, TRUE);
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}
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st->setOpaque();
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reinterpret_cast<ssgSimpleState*>(st)->setShininess(50);
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// Pit wall texturing : the loaded 'logo*.rgb/.png' image file is supposed to consist
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