fixed some ScreenGameplay transition glitches
fix cracks in BGAnimation tiles (mostly)
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@@ -326,15 +326,15 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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m_fTilesStartY = m_Sprites[0].GetUnzoomedHeight() / 2;
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m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
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m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
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// HACK: fix cracks in tiles
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m_fTilesSpacingX -= 1;
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m_fTilesSpacingY -= 1;
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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for( int y=0; y<m_iNumTilesHigh; y++ )
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{
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int i = y*m_iNumTilesWide + x;
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m_Sprites[i].Load( ID );
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m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
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switch( effect )
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{
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@@ -539,24 +539,26 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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break;
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case TYPE_TILES:
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{
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m_Sprites[0].Load( sPath );
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RageTextureID ID(sPath);
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ID.bStretch = true;
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m_Sprites[0].Load( ID );
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if( m_fTilesSpacingX == -1 )
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{
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m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
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m_fTilesSpacingX -= 1;
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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}
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if( m_fTilesSpacingY == -1 )
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{
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m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
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m_fTilesSpacingY -= 1;
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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}
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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for( unsigned i=0; i<m_iNumSprites; i++ )
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{
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m_Sprites[i].Load( sPath );
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//m_Sprites[i].SetXY( ); // let Update set X and Y
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m_Sprites[i].Load( ID );
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m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
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m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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}
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}
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