- don't force-set the color of each rune since they're already set in the texture. this does remove the nice border coloration we had before, but oh well. setting colors on colored textures is bad.

This commit is contained in:
Parnic
2010-11-08 04:57:18 +00:00
parent ea55374ea8
commit 36c91a36c8

View File

@ -274,7 +274,7 @@ function Runes.prototype:UpdateRuneType(event, rune)
local thisRuneName = self.runeNames[GetRuneType(rune)]
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(thisRuneName))
self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
--self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
end
function Runes.prototype:GetRuneTexture(runeName)
@ -365,7 +365,7 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
end
self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
--self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show()
self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")