Set canvas render material for sprites

This commit is contained in:
n00b87
2025-08-31 21:50:38 -05:00
parent a25b4ad6ec
commit bfdff4207a
24 changed files with 1446 additions and 1119 deletions

View File

@@ -1539,6 +1539,10 @@ Uint32 rc_getSpriteAlpha(int spr_id)
//This function is called on each canvas on update
void drawSprites(int canvas_id)
{
rc_setDriverMaterial_B(rc_canvas[canvas_id].spriteCanvasProperties.blend_mode,
rc_canvas[canvas_id].spriteCanvasProperties.anti_alias,
rc_canvas[canvas_id].spriteCanvasProperties.bilinear_filter);
Uint32 delta_time = SDL_GetTicks() - rc_canvas[canvas_id].physics2D.time_stamp;
rc_canvas[canvas_id].physics2D.time_stamp = SDL_GetTicks();
float step = rc_canvas[canvas_id].physics2D.timeStep < 0 ? (delta_time*0.001f) : rc_canvas[canvas_id].physics2D.timeStep;
@@ -1728,6 +1732,7 @@ void drawSprites(int canvas_id)
//Must set back to canvas 0 (the backbuffer) before returning
VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
rc_setDriverMaterial();
}
//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------