ロングノートのつなぎ目がきれいになるよう修整中
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+20
-6
@@ -775,7 +775,7 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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// The caps should always use the full texture.
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if(part_type == hpt_body)
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{
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if(!part_args.anchor_to_top)
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if (!part_args.anchor_to_top)
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{
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float tex_coord_bottom= SCALE(part_args.y_bottom - part_args.y_top,
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0, unzoomed_frame_height, rect.top, rect.bottom);
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@@ -793,11 +793,26 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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add_to_tex_coord -= floorf(fTexCoordTop);
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}
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}
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//part_args.y_start_pos = max(part_args.y_start_pos, y_head);
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// The bottom caps mysteriously hate me and their texture coords need to be
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// shifted by one pixel or there is a seam. -Kyz
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if(part_type == hpt_bottom)
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{
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add_to_tex_coord= SCALE(1.0f, 0.0f, power_of_two(unzoomed_frame_height), 0.0f, 1.0f);
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if (!part_args.anchor_to_top)
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{
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos(column_args.column, y_start_pos, m_fYReverseOffsetPixels);
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float offset = (unzoomed_frame_height - fYOffset)/4;
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if (offset>=0){
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add_to_tex_coord = SCALE(offset, 0.0f, unzoomed_frame_height, 0.0f, 1.0f);
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//add_to_tex_coord = 0.5f;
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}
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else{
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add_to_tex_coord = 0.0f;
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}
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}
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// これは無いほうが綺麗につながっているように見える
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// I seem to be better this does not exist has led to clean. -A.C
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// add_to_tex_coord= SCALE(1.0f, 0.0f, power_of_two(unzoomed_frame_height), 0.0f, 1.0f);
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}
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DISPLAY->ClearAllTextures();
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@@ -809,7 +824,6 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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// pos_z_vec will be used later to orient the hold. Read below. -Kyz
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static const RageVector3 pos_z_vec(0.0f, 0.0f, 1.0f);
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static const RageVector3 pos_y_vec(0.0f, 1.0f, 0.0f);
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StripBuffer queue;
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for(float fY = y_start_pos; !last_vert_set; fY += part_args.y_step)
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{
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@@ -1028,9 +1042,9 @@ void NoteDisplay::DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
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DrawHoldPart(sprite_body, field_args, column_args, part_args, glow, hpt_body);
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// Draw the bottom cap
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part_args.y_top= y_tail;
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part_args.y_bottom= tail_plus_bottom;
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part_args.top_beat= bottom_beat;
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part_args.y_start_pos= max(part_args.y_start_pos, y_head);
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part_args.y_bottom = tail_plus_bottom;
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part_args.top_beat = bottom_beat;
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part_args.y_start_pos = max(part_args.y_start_pos, y_head);
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part_args.wrapping= false;
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DrawHoldPart(sprite_bottom, field_args, column_args, part_args, glow, hpt_bottom);
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}
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