diff --git a/src/NoteDisplay.cpp b/src/NoteDisplay.cpp index 0bae40abd8..3998c1fb08 100644 --- a/src/NoteDisplay.cpp +++ b/src/NoteDisplay.cpp @@ -418,7 +418,7 @@ void NoteDisplay::DrawHoldPart( vector &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 );