stupid merge

This commit is contained in:
AJ Kelly
2011-04-03 01:57:29 -05:00
+15 -13
View File
@@ -418,7 +418,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
{
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
const float fDistFromTop = fYStartPos - fYTop;
const float fDistFromTop = fYStartPos - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
fAddToTexCoord -= floorf( fTexCoordTop );
@@ -542,8 +542,8 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
/* Hack: Z effects need a finer grain step. */
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
// Hack: Z effects need a finer grain step.
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
if( bFlipHoldBody )
{
@@ -641,16 +641,18 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
float fBeat = NoteRowToBeat(iRow);
//if( !cache->m_bHoldHeadIsAboveWavyParts )
//{
// Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
// DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
//}
//if( !cache->m_bHoldTailIsAboveWavyParts )
//{
// Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
// DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
//}
/*
if( !cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
if( !cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
*/
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );