From 20edc5037bb8058f0e7b2cfab1b0a1d8b64b0150 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 2 Apr 2004 00:12:19 +0000 Subject: [PATCH] These diffuse settings don't actually do anything, since Background doesn't add anything to the frame; they aren't propagated anywhere. I'm not sure we need them, anyway; we have a transition on top of gameplay (and wouldn't setting a gray diffuse be ugly, anyway?) --- stepmania/src/ScreenGameplay.cpp | 9 --------- 1 file changed, 9 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index bb2064dc81..0cf6a82cb5 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -296,7 +296,6 @@ void ScreenGameplay::Init() - m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) ); m_Background.SetZ( 2 ); // behind everything else this->AddChild( &m_Background ); @@ -1008,10 +1007,6 @@ void ScreenGameplay::LoadNextSong() m_Background.LoadFromSong( GAMESTATE->m_pCurSong ); } - m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); - m_Background.BeginTweening( 2 ); - m_Background.SetDiffuse( RageColor(1,1,1,1) ); - m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong ); m_fTimeSinceLastDancingComment = 0; @@ -2173,10 +2168,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) TweenOffScreen(); m_Failed.StartTransitioning( SM_GoToScreenAfterFail ); - // make the background invisible so we don't waste power drawing it - m_Background.BeginTweening( 1 ); - m_Background.SetDiffuse( RageColor(1,1,1,0) ); - // show the survive time if extra stage if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) {