Texture scaling
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@ -32,7 +32,7 @@ const std::string CONST_BALL_TEXTURE = "ball_mod1";
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const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
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const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
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const std::string CONST_REFLECTOR_TEXTURE = "reflector";
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const std::string CONST_REFLECTOR_TEXTURE = "reflector_mod1";
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const std::string CONST_WALL_LEFT_TEXTURE = "wall_left_mod1";
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const std::string CONST_WALL_LEFT_TEXTURE = "wall_left_mod1";
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const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right_mod1";
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const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right_mod1";
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@ -98,6 +98,10 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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// Level frames Init
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ResourceManager->FrameManager.AddFrameRenderBuffer("LeftLevelFrame", Renderer->GetScreenWidth()*0.1f,Renderer->GetScreenHeight());
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ResourceManager->FrameManager.AddFrameRenderBuffer("RightLevelFrame", Renderer->GetScreenWidth()*0.1f, Renderer->GetScreenHeight());
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OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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Inited = true;
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Inited = true;
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@ -8,7 +8,7 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
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LPSTR lpszCmdLine, int nCmdShow)
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LPSTR lpszCmdLine, int nCmdShow)
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{
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{
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int width = 700;
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int width = 800;
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int height = 480;
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int height = 480;
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