Implement space.
This commit is contained in:
+16
-27
@@ -295,33 +295,24 @@ void Player::DrawPrimitives()
|
||||
{
|
||||
m_frameCombo.Draw(); // draw this below everything else
|
||||
|
||||
RageMatrix matOldView, matOldProj;
|
||||
RageMatrix matOldProj;
|
||||
|
||||
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
|
||||
{
|
||||
// save old view and projection
|
||||
DISPLAY->PushMatrix();
|
||||
DISPLAY->EnterPerspective(45, false);
|
||||
|
||||
// TODO: Re-add this code
|
||||
// DISPLAY->GetViewTransform( &matOldView );
|
||||
// DISPLAY->GetProjectionTransform( &matOldProj );
|
||||
//
|
||||
// // construct view and project matrix
|
||||
// RageMatrix matNewView;
|
||||
// RageVector3 Eye, At, Up( 0.0f, -1.0f, 0.0f );
|
||||
// if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
|
||||
// Eye = RageVector3( CENTER_X, GetY()-300.0f, 400.0f );
|
||||
// At = RageVector3( CENTER_X, GetY()+100.0f, 0.0f );
|
||||
// } else {
|
||||
// Eye = RageVector3( CENTER_X, GetY()+800.0f, 400.0f );
|
||||
// At = RageVector3( CENTER_X, GetY()+400.0f, 0.0f );
|
||||
// }
|
||||
// RageMatrixLookAtLH( &matNewView, &Eye, &At, &Up );
|
||||
//
|
||||
// DISPLAY->SetViewTransform( &matNewView );
|
||||
//
|
||||
// RageMatrix matNewProj;
|
||||
// RageMatrixPerspectiveFovLH( &matNewProj, PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
|
||||
// DISPLAY->SetProjectionTransform( &matNewProj );
|
||||
// construct view and project matrix
|
||||
RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
|
||||
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
|
||||
Eye = RageVector3( CENTER_X, -300.0f, 400.0f );
|
||||
At = RageVector3( CENTER_X, 100.0f, 0.0f );
|
||||
} else {
|
||||
Eye = RageVector3( CENTER_X, 800, 400 );
|
||||
At = RageVector3( CENTER_X, 400, 0.0f );
|
||||
}
|
||||
|
||||
DISPLAY->LookAt(Eye, At, Up);
|
||||
}
|
||||
|
||||
m_GrayArrowRow.Draw();
|
||||
@@ -330,10 +321,8 @@ void Player::DrawPrimitives()
|
||||
|
||||
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
|
||||
{
|
||||
// TODO: Re-add this code
|
||||
// // restire old view and projection
|
||||
// DISPLAY->SetViewTransform( &matOldView );
|
||||
// DISPLAY->SetProjectionTransform( &matOldProj );
|
||||
DISPLAY->ExitPerspective();
|
||||
DISPLAY->PopMatrix();
|
||||
}
|
||||
|
||||
m_frameJudgement.Draw();
|
||||
|
||||
Reference in New Issue
Block a user