don't draw so far ahead when perspective is enabled
This commit is contained in:
@@ -221,7 +221,7 @@ void NoteField::DrawPrimitives()
|
||||
int iLastPixelToDraw = m_iLastPixelToDraw;
|
||||
|
||||
float fDrawScale = 1;
|
||||
fDrawScale *= 1 + fabsf( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fPerspectiveTilt );
|
||||
fDrawScale *= 1 + 0.5f * fabsf( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fPerspectiveTilt );
|
||||
fDrawScale *= 1 + fabsf( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_MINI] );
|
||||
|
||||
iFirstPixelToDraw *= fDrawScale;
|
||||
|
||||
@@ -440,7 +440,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
|
||||
|
||||
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
|
||||
{
|
||||
m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Numbers","ScreenGameplay survive time") );
|
||||
m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Fonts","ScreenGameplay survive time") );
|
||||
m_textSurviveTime.EnableShadow( false );
|
||||
m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
|
||||
m_textSurviveTime.SetText( "" );
|
||||
@@ -1470,7 +1470,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
fMaxSurviveSeconds = max( fMaxSurviveSeconds, GAMESTATE->m_CurStageStats.fAliveSeconds[p] );
|
||||
ASSERT( fMaxSurviveSeconds > 0 );
|
||||
m_textSurviveTime.SetText( SecondsToTime(fMaxSurviveSeconds) );
|
||||
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
|
||||
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
|
||||
m_textSurviveTime.BeginTweening( 0.3f ); // fade in
|
||||
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,1) );
|
||||
|
||||
Reference in New Issue
Block a user