reduced size of hold parts texture for reduced memory footprint
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@@ -46,8 +46,8 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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sPath = GAMEMAN->GetPathTo(iColNum, GRAPHIC_HOLD_PARTS);
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m_sprHoldParts.Load( sPath );
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if( m_sprHoldParts.GetNumStates() != 16 )
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throw RageException( "Hold Parts '%s' must have 16 frames.", sPath );
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if( m_sprHoldParts.GetTexture()->GetFramesWide() != 4 || m_sprHoldParts.GetTexture()->GetFramesHigh() != 2 )
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throw RageException( "Hold Parts '%s' must have 4x2 frames.", sPath );
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m_sprTapParts.StopAnimating();
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m_sprTapParts.TurnShadowOff();
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@@ -506,7 +506,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// draw from bottom to top
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const float fFrameWidth = m_sprHoldParts.GetUnzoomedWidth();
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const float fFrameHeight = m_sprHoldParts.GetUnzoomedHeight();
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const float fBodyHeight = fFrameHeight*4;
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const float fBodyHeight = fFrameHeight*2;
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const float fYHead = min(fStartYPos, fEndYPos); // stop drawing here
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const float fYTail = max(fStartYPos, fEndYPos); // the center the tail
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@@ -540,8 +540,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fXBottomRight = fXBottom + fFrameWidth/2;
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const float fTopDistFromTailTop = fYTop - fYTailTop;
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const float fBottomDistFromTailTop = fYBottom - fYTailTop;
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const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, 0.25f, 0.5f );
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const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, 0.25f, 0.5f );
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const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
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const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
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const float fTexCoordLeft = bActive ? 0.25f : 0.00f;
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const float fTexCoordRight = bActive ? 0.50f : 0.25f;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
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