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