From 4ee002457909c9cff887dcda8cbb53ac8520229a Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 4 Jan 2007 05:58:19 +0000 Subject: [PATCH] cosmetic to bring these wavy parts closer together --- stepmania/src/NoteDisplay.cpp | 37 +++++++++++++++++------------------ 1 file changed, 18 insertions(+), 19 deletions(-) diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index 124ee7d57b..c55cf75464 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -388,18 +388,18 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool vpSpr.push_back( pSpr ); } - // draw manually in small segments - const RectF *pRect = pSprite->GetCurrentTextureCoordRect(); DISPLAY->ClearAllTextures(); DISPLAY->SetCullMode( CULL_NONE ); DISPLAY->SetTextureWrapping(false); + // draw manually in small segments + const RectF *pRect = pSprite->GetCurrentTextureCoordRect(); const float fFrameWidth = pSprite->GetZoomedWidth(); const float fFrameHeight = pSprite->GetZoomedHeight(); const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight; const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead; - bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f; + const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f; if( bGlow ) fColorScale = 1; @@ -420,7 +420,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool bool bLast = false; float fY = fDrawYCapTop; - for( ; !bLast; fY+=fYStep ) + for( ; !bLast; fY += fYStep ) { if( fY >= fDrawYCapBottom ) { @@ -443,8 +443,8 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool if( fAlpha > 0 ) bAllAreTransparent = false; - queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop); - queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop); + queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop); + queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop); queue.v+=2; if( queue.Free() < 2 || bLast ) { @@ -489,15 +489,16 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b vpSpr.push_back( pSpr ); } - DISPLAY->ClearAllTextures(); + DISPLAY->SetCullMode( CULL_NONE ); + DISPLAY->SetTextureWrapping( true ); // draw manually in small segments const RectF *pRect = pSprite->GetCurrentTextureCoordRect(); - const float fFrameWidth = pSprite->GetZoomedWidth(); - const float fFrameHeight = pSprite->GetZoomedHeight(); - const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead; - const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail; + const float fFrameWidth = pSprite->GetZoomedWidth(); + const float fFrameHeight = pSprite->GetZoomedHeight(); + const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead; + const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail; const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f; bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse; @@ -546,7 +547,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b fTexCoordTop -= fVertTexCoordOffset; const float fTexCoordLeft = pRect->left; const float fTexCoordRight = pRect->right; - const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); + const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha); if( fAlpha > 0 ) @@ -566,8 +567,6 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b RageTexture* pTexture = (*spr)->GetTexture(); DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() ); DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD ); - DISPLAY->SetCullMode( CULL_NONE ); - DISPLAY->SetTextureWrapping( true ); queue.Draw(); } } @@ -599,18 +598,18 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b vpSpr.push_back( pSpr ); } - // draw manually in small segments - const RectF *pRect = pSprite->GetCurrentTextureCoordRect(); DISPLAY->ClearAllTextures(); DISPLAY->SetCullMode( CULL_NONE ); DISPLAY->SetTextureWrapping(false); + // draw manually in small segments + const RectF *pRect = pSprite->GetCurrentTextureCoordRect(); const float fFrameWidth = pSprite->GetZoomedWidth(); const float fFrameHeight = pSprite->GetZoomedHeight(); const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail; const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight; - bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f; + const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f; if( bGlow ) fColorScale = 1; @@ -651,8 +650,8 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b if( fAlpha > 0 ) bAllAreTransparent = false; - queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop); - queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop); + queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop); + queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop); queue.v+=2; if( queue.Free() < 2 || bLast ) {