diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index e15c38aa25..32842bc456 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -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();