Make addition a texture coord shift instead of a separate element. This means fewer texture swaps when drawing, fewer graphics to maintain, and lets non-tap elements have addition coloring
This commit is contained in:
@@ -17,7 +17,6 @@ const RString& NoteNotePartToString( NotePart i );
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static const char *NotePartNames[] = {
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"TapNote",
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"TapAddition",
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"TapMine",
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"TapLift",
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"HoldHead",
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@@ -44,7 +43,7 @@ struct NoteMetricCache_t
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bool m_bDrawHoldHeadForTapsOnSameRow;
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float m_fAnimationLengthInBeats[NUM_NotePart];
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bool m_bAnimationIsVivid[NUM_NotePart];
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RageVector2 m_fTextureCoordOffset[NUM_NotePart];
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RageVector2 m_fAdditionTextureCoordOffset[NUM_NotePart];
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RageVector2 m_fNoteColorTextureCoordSpacing[NUM_NotePart];
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bool m_bHoldHeadIsAboveWavyParts;
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@@ -53,7 +52,6 @@ struct NoteMetricCache_t
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int m_iStopDrawingHoldBodyOffsetFromTail;
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float m_fHoldLetGoGrayPercent;
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bool m_bTapNoteUseLighting;
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bool m_bTapAdditionUseLighting;
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bool m_bTapMineUseLighting;
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bool m_bTapLiftUseLighting;
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bool m_bHoldHeadUseLighting;
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@@ -61,6 +59,7 @@ struct NoteMetricCache_t
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bool m_bFlipHeadAndTailWhenReverse;
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bool m_bHoldActiveIsAddLayer;
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void Load( const RString &sButton );
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} *NoteMetricCache;
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@@ -72,8 +71,8 @@ void NoteMetricCache_t::Load( const RString &sButton )
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const RString &s = NotePartToString(p);
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m_fAnimationLengthInBeats[p] = NOTESKIN->GetMetricF(sButton,s+"AnimationLengthInBeats");
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m_bAnimationIsVivid[p] = NOTESKIN->GetMetricB(sButton,s+"AnimationIsVivid");
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m_fTextureCoordOffset[p].x = NOTESKIN->GetMetricF(sButton,s+"TextureCoordOffsetX");
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m_fTextureCoordOffset[p].y = NOTESKIN->GetMetricF(sButton,s+"TextureCoordOffsetY");
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m_fAdditionTextureCoordOffset[p].x = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetX");
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m_fAdditionTextureCoordOffset[p].y = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetY");
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m_fNoteColorTextureCoordSpacing[p].x = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingX");
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m_fNoteColorTextureCoordSpacing[p].y = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingY");
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}
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@@ -83,7 +82,6 @@ void NoteMetricCache_t::Load( const RString &sButton )
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m_iStopDrawingHoldBodyOffsetFromTail = NOTESKIN->GetMetricI(sButton,"StopDrawingHoldBodyOffsetFromTail");
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m_fHoldLetGoGrayPercent = NOTESKIN->GetMetricF(sButton,"HoldLetGoGrayPercent");
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m_bTapNoteUseLighting = NOTESKIN->GetMetricB(sButton,"TapNoteUseLighting");
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m_bTapAdditionUseLighting = NOTESKIN->GetMetricB(sButton,"TapAdditionUseLighting");
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m_bTapMineUseLighting = NOTESKIN->GetMetricB(sButton,"TapMineUseLighting");
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m_bTapLiftUseLighting = NOTESKIN->GetMetricB(sButton,"TapLiftUseLighting");
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m_bHoldHeadUseLighting = NOTESKIN->GetMetricB(sButton,"HoldHeadUseLighting");
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@@ -250,7 +248,6 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
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cache->Load( sButton );
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m_TapNote.Load( sButton, "tap note" );
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m_TapAddition.Load( sButton, "tap addition" );
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m_TapMine.Load( sButton, "tap mine" );
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m_TapLift.Load( sButton, "tap lift" );
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@@ -370,7 +367,7 @@ struct StripBuffer
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int Free() const { return size - Used(); }
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};
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void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -482,7 +479,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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}
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void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -605,7 +602,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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}
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -713,7 +710,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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}
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}
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void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -738,12 +735,13 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
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pSprTail->SetZ( fZ );
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NotePart part = NotePart_HoldTail;
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePushMatrix();
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NoteType nt = GetNoteType( iRow );
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ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
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DISPLAY->TextureTranslate( cache->m_fTextureCoordOffset[part] + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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}
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if( bGlow )
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@@ -776,13 +774,13 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
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DISPLAY->SetLighting( false );
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}
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePopMatrix();
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}
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}
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void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -809,12 +807,13 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
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pActor->SetZ( fZ );
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NotePart part = NotePart_HoldHead;
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePushMatrix();
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NoteType nt = GetNoteType( iRow );
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ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
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DISPLAY->TextureTranslate( cache->m_fTextureCoordOffset[part] + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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}
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if( bGlow )
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@@ -847,13 +846,13 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
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DISPLAY->SetLighting( false );
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}
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePopMatrix();
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}
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}
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail,
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail,
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bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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int iEndRow = iRow + tn.iDuration;
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@@ -901,9 +900,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( !cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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@@ -913,23 +912,23 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
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if( !bFlipHeadAndTail )
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bFlipHeadAndTail )
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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/* These set the texture mode themselves. */
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if( cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, bIsAddition, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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@@ -950,12 +949,13 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
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pActor->SetGlow( glow );
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pActor->SetZoom( fZoom );
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePushMatrix();
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NoteType nt = BeatToNoteType( fBeat );
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ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
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DISPLAY->TextureTranslate( cache->m_fTextureCoordOffset[part] + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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}
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if( bUseLighting )
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@@ -977,7 +977,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
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DISPLAY->SetLighting( false );
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}
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if( !IsVectorZero(cache->m_fTextureCoordOffset[part]) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]) )
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePopMatrix();
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}
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@@ -1001,12 +1001,6 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
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bUseLighting = cache->m_bTapMineUseLighting;
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part = NotePart_Mine;
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}
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else if( bIsAddition )
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{
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pActor = GetTapActor( m_TapAddition, NotePart_Addition, fBeat );
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bUseLighting = cache->m_bTapAdditionUseLighting;
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part = NotePart_Addition;
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}
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else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
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@@ -1018,7 +1012,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
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bUseLighting = cache->m_bTapNoteUseLighting;
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}
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DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawActor( pActor, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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/*
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