don't draw so far ahead when perspective is enabled

This commit is contained in:
Chris Danford
2003-04-01 19:35:29 +00:00
parent f5341a0438
commit 91f6d5424b
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -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;
+2 -2
View File
@@ -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) );