- fix compilation issue on psp
- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster. - uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes - I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded) - As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
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@@ -258,9 +258,12 @@ void CardGui::Render()
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JQuadPtr mor;
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if(card->isMorphed && !alternate)
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{
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mor = card->getObserver()->getResourceManager()->GetQuad("morph");
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mor->SetColor(ARGB(255,255,255,255));
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renderer->RenderQuad(mor.get(), actX, actY, actT,scale, scale);
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mor = card->getObserver()->getResourceManager()->RetrieveTempQuad("morph.jpg");
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if (mor && mor->mTex) {
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mor->SetHotSpot(static_cast<float> (mor->mTex->mWidth / 2), static_cast<float> (mor->mTex->mHeight / 2));
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mor->SetColor(ARGB(255,255,255,255));
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renderer->RenderQuad(mor.get(), actX, actY, actT,scale, scale);
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}
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}
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//draws the numbers power/toughness
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