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?)
This commit is contained in:
Glenn Maynard
2004-04-02 00:12:19 +00:00
parent 347ff6e18e
commit 20edc5037b
-9
View File
@@ -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() )
{