cosmetic to bring these wavy parts closer together

This commit is contained in:
Glenn Maynard
2007-01-04 05:58:19 +00:00
parent 946573142a
commit 4ee0024579
+18 -19
View File
@@ -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 )
{