Don't update or draw the pad/characters twice.

This commit is contained in:
Steve Checkoway
2008-01-21 09:26:31 +00:00
parent 04747b42ad
commit 21dff73426
2 changed files with 0 additions and 41 deletions
-40
View File
@@ -261,16 +261,9 @@ void ScreenHowToPlay::Update( float fDelta )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
if ( m_pmCharacter )
{
Step();
if( !GAMESTATE->m_bFreeze )
m_pmCharacter->Update( fDelta );
}
}
if( m_pmDancePad )
m_pmDancePad->Update( fDelta );
ScreenAttract::Update( fDelta );
}
@@ -292,39 +285,6 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
ScreenAttract::HandleScreenMessage( SM );
}
void ScreenHowToPlay::DrawPrimitives()
{
Screen::DrawPrimitives();
if( m_pmDancePad || m_pmCharacter )
{
if(PREFSMAN->m_bCelShadeModels)
{
if( m_pmDancePad ) m_pmDancePad->DrawCelShaded();
if( m_pmCharacter ) m_pmCharacter->DrawCelShaded();
}
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
if( m_pmCharacter ) m_pmCharacter->Draw();
if( m_pmDancePad ) m_pmDancePad->Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
m_In.DrawPrimitives();
m_Out.DrawPrimitives();
}
}
// lua start
#include "LuaBinding.h"
-1
View File
@@ -17,7 +17,6 @@ public:
virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void DrawPrimitives();
//
// Lua