Do what the comment says and change random movies every 4 measures. This combined with the TimingData.h change fixes random movies switching every beat instead of every four measures.
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@@ -423,7 +423,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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next++;
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int iSegmentEndRow = (next == timing.m_vTimeSignatureSegments.end()) ? iEndRow : next->m_iStartRow;
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for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=iter->GetNoteRowsPerMeasure() )
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for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=4*iter->GetNoteRowsPerMeasure() )
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{
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// Don't fade. It causes frame rate dip, especially on slower machines.
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
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