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.)
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@@ -402,7 +402,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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bool bLast = false;
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bool bLast = false;
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float fAddToTexCoord = 0;
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float fAddToTexCoord = 0;
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if( !bAnchorToBottom )
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if( bAnchorToBottom )
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{
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{
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float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, pRect->bottom, pRect->top );
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float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, pRect->bottom, pRect->top );
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float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
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float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
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@@ -435,8 +435,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fXLeft = fX - fFrameWidth/2;
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const float fXLeft = fX - fFrameWidth/2;
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const float fXRight = fX + fFrameWidth/2;
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const float fXRight = fX + fFrameWidth/2;
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const float fDistFromBottom = fYBottom - fY;
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const float fDistFromTop = fY - fYTop;
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float fTexCoordTop = SCALE( fDistFromBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
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float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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fTexCoordTop += fAddToTexCoord;
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fTexCoordTop += fAddToTexCoord;
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordLeft = pRect->left;
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