canvi de pc
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@@ -338,7 +338,6 @@ void Intro::initSprites()
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const int SHADOW_SPRITE_HEIGHT = SPRITE_HEIGHT + BORDER;
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const int S_X_DEST = X_DEST - BORDER / 2;
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const int S_Y_DEST = Y_DEST - BORDER / 2;
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;
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// Crea las texturas para las sombras
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std::vector<std::shared_ptr<Texture>> shadow_textures;
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@@ -356,12 +355,10 @@ void Intro::initSprites()
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_Rect rect = {BORDER / 2, BORDER / 2, SPRITE_WIDTH, SPRITE_HEIGHT};
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture();
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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SDL_RenderCopy(Screen::get()->getRenderer(), texture, nullptr, &rect);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE);
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// shadow_texture->setAlpha(160);
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auto inner_texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture();
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SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_MOD);
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SDL_RenderCopy(Screen::get()->getRenderer(), inner_texture, nullptr, &rect);
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SDL_SetTextureBlendMode(inner_texture, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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shadow_textures.push_back(shadow_texture);
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