flip; it's more natural to anchor top inside the loop, so texture coordinates increase as fY increases. (Was the bAnchorToBottom code bcakwards? I think it was just symmetric.)

This commit is contained in:
Glenn Maynard
2007-01-07 09:02:00 +00:00
parent 9f6f64dfec
commit 060e129762
+3 -3
View File
@@ -402,7 +402,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
bool bLast = false;
float fAddToTexCoord = 0;
if( !bAnchorToBottom )
if( bAnchorToBottom )
{
float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, pRect->bottom, pRect->top );
float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
@@ -435,8 +435,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fXLeft = fX - fFrameWidth/2;
const float fXRight = fX + fFrameWidth/2;
const float fDistFromBottom = fYBottom - fY;
float fTexCoordTop = SCALE( fDistFromBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
const float fDistFromTop = fY - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, pRect->top, pRect->bottom );
fTexCoordTop += fAddToTexCoord;
const float fTexCoordLeft = pRect->left;