flip for consistency

This commit is contained in:
Glenn Maynard
2007-01-07 09:06:34 +00:00
parent 060e129762
commit 258140f50a
+2 -2
View File
@@ -413,8 +413,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
{
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
const float fDistFromBottom = fYBottom - fYStartPos;
float fTexCoordTop = SCALE( fDistFromBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
const float fDistFromTop = fYStartPos - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, pRect->top, pRect->bottom );
fTexCoordTop += fAddToTexCoord;
fAddToTexCoord -= floorf( fTexCoordTop );
}