fixed some ScreenGameplay transition glitches

fix cracks in BGAnimation tiles (mostly)
This commit is contained in:
Chris Danford
2003-03-12 01:26:44 +00:00
parent 443aad8e10
commit 4a239b0c35
11 changed files with 119 additions and 92 deletions
+2 -2
View File
@@ -444,8 +444,8 @@ SurviveTimeX=320
SurviveTimeY=340 SurviveTimeY=340
DebugX=320 DebugX=320
DebugY=240 DebugY=240
StatusIconsX=320 AutoPlayX=320
StatusIconsY=400 AutoPlayY=400
SecondsBetweenComments=10 SecondsBetweenComments=10
DemonstrationSeconds=30 DemonstrationSeconds=30
TickEarlySeconds=0.05 TickEarlySeconds=0.05
+4 -3
View File
@@ -42,6 +42,7 @@ Actor::Actor()
m_bShadow = false; m_bShadow = false;
m_fShadowLength = 4; m_fShadowLength = 4;
m_bTextureWrapping = false;
m_bIsAnimating = true; m_bIsAnimating = true;
m_bBlendAdd = false; m_bBlendAdd = false;
} }
@@ -619,9 +620,9 @@ void Actor::Command( CString sCommandString )
else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(0),fParam(1),fParam(2),fParam(3)) ); else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(0),fParam(1),fParam(2),fParam(3)) );
else if( sName=="effectperiod" ) SetEffectPeriod( fParam(0) ); else if( sName=="effectperiod" ) SetEffectPeriod( fParam(0) );
else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(0),fParam(1),fParam(2)) ); else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(0),fParam(1),fParam(2)) );
else if( sName=="startanimating" ) this->StartAnimating(); else if( sName=="animate" ) EnableAnimation( bParam(0) );
else if( sName=="stopanimating" ) this->StopAnimating(); else if( sName=="texturewrapping" ) EnableTextureWrapping( bParam(0) );
else if( sName=="additiveblend" ) EnableAdditiveBlend( iParam(0)!=0 ); else if( sName=="additiveblend" ) EnableAdditiveBlend( bParam(0) );
else else
{ {
CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() ); CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
+3
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@@ -273,6 +273,8 @@ public:
virtual void StartAnimating() { this->EnableAnimation(true); }; virtual void StartAnimating() { this->EnableAnimation(true); };
virtual void StopAnimating() { this->EnableAnimation(false); }; virtual void StopAnimating() { this->EnableAnimation(false); };
virtual void EnableTextureWrapping( bool b ) { m_bTextureWrapping = b; }
// //
// fade command // fade command
// //
@@ -345,6 +347,7 @@ protected:
// //
bool m_bShadow; bool m_bShadow;
float m_fShadowLength; float m_fShadowLength;
bool m_bTextureWrapping;
bool m_bIsAnimating; bool m_bIsAnimating;
bool m_bBlendAdd; bool m_bBlendAdd;
+10 -8
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@@ -326,15 +326,15 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
m_fTilesStartY = m_Sprites[0].GetUnzoomedHeight() / 2; m_fTilesStartY = m_Sprites[0].GetUnzoomedHeight() / 2;
m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth(); m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight(); m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
// HACK: fix cracks in tiles m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
m_fTilesSpacingX -= 1; m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
m_fTilesSpacingY -= 1;
for( int x=0; x<m_iNumTilesWide; x++ ) for( int x=0; x<m_iNumTilesWide; x++ )
{ {
for( int y=0; y<m_iNumTilesHigh; y++ ) for( int y=0; y<m_iNumTilesHigh; y++ )
{ {
int i = y*m_iNumTilesWide + x; int i = y*m_iNumTilesWide + x;
m_Sprites[i].Load( ID ); m_Sprites[i].Load( ID );
m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
switch( effect ) switch( effect )
{ {
@@ -539,24 +539,26 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
break; break;
case TYPE_TILES: case TYPE_TILES:
{ {
m_Sprites[0].Load( sPath ); RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].Load( ID );
if( m_fTilesSpacingX == -1 ) if( m_fTilesSpacingX == -1 )
{ {
m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth(); m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
m_fTilesSpacingX -= 1; m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
} }
if( m_fTilesSpacingY == -1 ) if( m_fTilesSpacingY == -1 )
{ {
m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight(); m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
m_fTilesSpacingY -= 1; m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
} }
m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX); m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY); m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh; m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
for( unsigned i=0; i<m_iNumSprites; i++ ) for( unsigned i=0; i<m_iNumSprites; i++ )
{ {
m_Sprites[i].Load( sPath ); m_Sprites[i].Load( ID );
//m_Sprites[i].SetXY( ); // let Update set X and Y m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) ); m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
} }
} }
+4 -1
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@@ -521,7 +521,10 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_sprTryExtraStage.SetEffectGlowShift( 2.5f ); m_sprTryExtraStage.SetEffectGlowShift( 2.5f );
this->AddChild( &m_sprTryExtraStage ); this->AddChild( &m_sprTryExtraStage );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra stage") ); if( GAMESTATE->IsExtraStage() )
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra2") );
else
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra1") );
} }
else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") ) else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
{ {
+69 -56
View File
@@ -70,8 +70,8 @@
#define ACTIVE_ITEMS_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("ActiveItemsP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":"")) #define ACTIVE_ITEMS_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("ActiveItemsP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":""))
#define DEBUG_X THEME->GetMetricF("ScreenGameplay","DebugX") #define DEBUG_X THEME->GetMetricF("ScreenGameplay","DebugX")
#define DEBUG_Y THEME->GetMetricF("ScreenGameplay","DebugY") #define DEBUG_Y THEME->GetMetricF("ScreenGameplay","DebugY")
#define STATUS_ICONS_X THEME->GetMetricF("ScreenGameplay","StatusIconsX") #define AUTOPLAY_X THEME->GetMetricF("ScreenGameplay","AutoPlayX")
#define STATUS_ICONS_Y THEME->GetMetricF("ScreenGameplay","StatusIconsY") #define AUTOPLAY_Y THEME->GetMetricF("ScreenGameplay","AutoPlayY")
#define SURVIVE_TIME_X THEME->GetMetricF("ScreenGameplay","SurviveTimeX") #define SURVIVE_TIME_X THEME->GetMetricF("ScreenGameplay","SurviveTimeX")
#define SURVIVE_TIME_Y THEME->GetMetricF("ScreenGameplay","SurviveTimeY") #define SURVIVE_TIME_Y THEME->GetMetricF("ScreenGameplay","SurviveTimeY")
CachedThemeMetric SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments"); CachedThemeMetric SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
@@ -104,6 +104,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
{ {
LOG->Trace( "ScreenGameplay::ScreenGameplay()" ); LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
m_bDemonstration = bDemonstration;
SECONDS_BETWEEN_COMMENTS.Refresh(); SECONDS_BETWEEN_COMMENTS.Refresh();
G_TICK_EARLY_SECONDS.Refresh(); G_TICK_EARLY_SECONDS.Refresh();
@@ -396,9 +397,10 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
//this->AddChild( &m_textLyrics ); -- THIS IS NOT DONE YET!! (Miryokuteki) //this->AddChild( &m_textLyrics ); -- THIS IS NOT DONE YET!! (Miryokuteki)
m_textOptions.LoadFromFont( THEME->GetPathTo("Fonts","header2") ); m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","header2") );
this->AddChild( &m_textOptions ); m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
UpdateOptionsText(); this->AddChild( &m_textAutoPlay );
UpdateAutoPlayText();
m_BPMDisplay.SetXY( BPM_X, BPM_Y ); m_BPMDisplay.SetXY( BPM_X, BPM_Y );
@@ -471,60 +473,37 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") ); m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") );
m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") ); m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") );
m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") ); m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") );
m_announcerReady.Load( ANNOUNCER->GetPathTo("ScreenGameplay ready") ); m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go extra") ); m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
else if( GAMESTATE->IsFinalStage() ) else if( GAMESTATE->IsFinalStage() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go final") ); m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
else else
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go normal") ); m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
m_announcerDanger.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment danger") ); m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
m_announcerGood.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment good") ); m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
m_announcerHot.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment hot") ); m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
m_announcerOni.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment oni") ); m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
m_announcer100Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 100 combo") ); m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
m_announcer200Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 200 combo") ); m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
m_announcer300Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 300 combo") ); m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
m_announcer400Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 400 combo") ); m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
m_announcer500Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 500 combo") ); m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
m_announcer600Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 600 combo") ); m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
m_announcer700Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 700 combo") ); m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
m_announcer800Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 800 combo") ); m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
m_announcer900Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 900 combo") ); m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 1000 combo") ); m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("ScreenGameplay combo stopped") ); m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
m_soundAssistTick.Load( THEME->GetPathTo("Sounds","ScreenGameplay assist tick") ); m_soundAssistTick.Load( THEME->GetPathTo("Sounds","ScreenGameplay assist tick") );
} }
//
// Get the transitions rolling
//
if( bDemonstration )
{
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
}
else
{
float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
/*
* Tell the music to start, but don't actually make any noise for
* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
*
* This is only a minimum: the music might be started later, to meet
* the minimum-time-to-notes value. If you're writing song data,
* and you want to make sure we get ideal timing here, make sure there's
* a bit of space at the beginning of the music with no steps.
*/
/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
m_In.StartTransitioning( SM_PlayReady );
}
m_iRowLastCrossed = -1; m_iRowLastCrossed = -1;
// Get the transitions rolling on the first update.
// We can't do this in the constructor because ScreenGameplay is constructed
// in the middle of ScreenStage.
} }
ScreenGameplay::~ScreenGameplay() ScreenGameplay::~ScreenGameplay()
@@ -762,6 +741,38 @@ bool ScreenGameplay::IsTimeToPlayTicks() const
void ScreenGameplay::Update( float fDeltaTime ) void ScreenGameplay::Update( float fDeltaTime )
{ {
if( m_bFirstUpdate )
{
//
// Get the transitions rolling
//
if( m_bDemonstration )
{
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
}
else
{
float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
/*
* Tell the music to start, but don't actually make any noise for
* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
*
* This is only a minimum: the music might be started later, to meet
* the minimum-time-to-notes value. If you're writing song data,
* and you want to make sure we get ideal timing here, make sure there's
* a bit of space at the beginning of the music with no steps.
*/
/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
m_In.StartTransitioning( SM_PlayReady );
}
}
/* Very important: Update GAMESTATE's song beat information /* Very important: Update GAMESTATE's song beat information
* -before- calling update on all the classes that depend on it. * -before- calling update on all the classes that depend on it.
* If you don't do this first, the classes are all acting on old * If you don't do this first, the classes are all acting on old
@@ -996,7 +1007,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
case SDLK_F6: case SDLK_F6:
m_bChangedOffsetOrBPM = true; m_bChangedOffsetOrBPM = true;
GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
UpdateOptionsText(); UpdateAutoPlayText();
break; break;
case SDLK_F7: case SDLK_F7:
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE ) if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
@@ -1013,7 +1024,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
break; break;
case SDLK_F8: case SDLK_F8:
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay; PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
UpdateOptionsText(); UpdateAutoPlayText();
break; break;
case SDLK_F9: case SDLK_F9:
case SDLK_F10: case SDLK_F10:
@@ -1098,7 +1109,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
} }
} }
void ScreenGameplay::UpdateOptionsText() void ScreenGameplay::UpdateAutoPlayText()
{ {
CString sText; CString sText;
@@ -1109,6 +1120,8 @@ void ScreenGameplay::UpdateOptionsText()
if( sText.length() > 0 ) if( sText.length() > 0 )
sText.resize( sText.length()-5 ); sText.resize( sText.length()-5 );
m_textAutoPlay.SetText( sText );
} }
void SaveChanges() void SaveChanges()
@@ -1505,13 +1518,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) ); m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
} }
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("ScreenGameplay failed") ); SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
// SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f ); // SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
break; break;
/* case SM_PlayFailComment: /* case SM_PlayFailComment:
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("ScreenGameplay failed") ); SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
break; break;
*/ */
case SM_GoToScreenAfterFail: case SM_GoToScreenAfterFail:
+3 -3
View File
@@ -112,8 +112,8 @@ protected:
BitmapText m_textDebug; BitmapText m_textDebug;
BitmapText m_textLyrics; BitmapText m_textLyrics;
BitmapText m_textOptions; // for AutoPlay, AutoAdjust BitmapText m_textAutoPlay; // for AutoPlay, AutoAdjust
void UpdateOptionsText(); void UpdateAutoPlayText();
BitmapText m_MaxCombo; BitmapText m_MaxCombo;
@@ -163,7 +163,7 @@ protected:
RandomSample m_announcer1000Combo; RandomSample m_announcer1000Combo;
RandomSample m_announcerComboStopped; RandomSample m_announcerComboStopped;
bool m_bDemonstration;
int m_iRowLastCrossed; int m_iRowLastCrossed;
RageSound m_soundAssistTick; RageSound m_soundAssistTick;
+5
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@@ -205,6 +205,11 @@ void ScreenManager::LoadPreppedScreen()
{ {
ASSERT( m_ScreenBuffered != NULL); ASSERT( m_ScreenBuffered != NULL);
SetNewScreen( m_ScreenBuffered ); SetNewScreen( m_ScreenBuffered );
// Need to update the new screen once, or else it will be
// drawn before ever being Update()d.
Update( 0 );
m_ScreenBuffered = NULL; m_ScreenBuffered = NULL;
} }
+3 -3
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@@ -243,9 +243,9 @@ void Sprite::DrawPrimitives()
v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
// if the texture has more than one frame, we're going to get border mess from the if( m_bTextureWrapping )
// neighboring frame, so don't bother turning wrapping off. DISPLAY->EnableTextureWrapping();
if( m_pTexture->GetNumFrames() == 1 ) else
DISPLAY->DisableTextureWrapping(); DISPLAY->DisableTextureWrapping();
} }
} }
+8 -8
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@@ -1677,14 +1677,6 @@ SOURCE=.\ScreenMachineOptions.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\ScreenManager.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenManager.h
# End Source File
# Begin Source File
SOURCE=.\ScreenMapControllers.cpp SOURCE=.\ScreenMapControllers.cpp
# End Source File # End Source File
# Begin Source File # Begin Source File
@@ -2009,6 +2001,14 @@ SOURCE=.\PrefsManager.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\ScreenManager.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenManager.h
# End Source File
# Begin Source File
SOURCE=.\SongManager.cpp SOURCE=.\SongManager.cpp
# End Source File # End Source File
# Begin Source File # Begin Source File
+6 -6
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@@ -303,12 +303,6 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath="ScreenMachineOptions.h"> RelativePath="ScreenMachineOptions.h">
</File> </File>
<File
RelativePath="ScreenManager.cpp">
</File>
<File
RelativePath="ScreenManager.h">
</File>
<File <File
RelativePath="ScreenMapControllers.cpp"> RelativePath="ScreenMapControllers.cpp">
</File> </File>
@@ -1609,6 +1603,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File <File
RelativePath=".\PrefsManager.h"> RelativePath=".\PrefsManager.h">
</File> </File>
<File
RelativePath="ScreenManager.cpp">
</File>
<File
RelativePath="ScreenManager.h">
</File>
<File <File
RelativePath=".\SongManager.cpp"> RelativePath=".\SongManager.cpp">
</File> </File>