remove unused fDrawDistanceBeforeTargetsPixels2

This commit is contained in:
Glenn Maynard
2007-01-04 00:38:19 +00:00
parent e6ffc5d3a8
commit b4aeab5403
2 changed files with 17 additions and 17 deletions
+12 -12
View File
@@ -368,7 +368,7 @@ struct StripBuffer
}; };
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
// Draw the top cap (always wavy) // Draw the top cap (always wavy)
@@ -480,7 +480,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow, void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
// Draw the body (always wavy) // Draw the body (always wavy)
@@ -603,7 +603,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
} }
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
// Draw the bottom cap (always wavy) // Draw the bottom cap (always wavy)
@@ -711,7 +711,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
} }
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
// Draw the tail // Draw the tail
@@ -781,7 +781,7 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
} }
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{ {
// //
// Draw the head // Draw the head
@@ -898,9 +898,9 @@ 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. /* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */ * Draw the head last, so it appears on top. */
if( !cache->m_bHoldHeadIsAboveWavyParts ) if( !cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( !cache->m_bHoldTailIsAboveWavyParts ) if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( bDrawGlowOnly ) if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow(); DISPLAY->SetTextureModeGlow();
@@ -910,16 +910,16 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
DISPLAY->SetZWrite( WavyPartsNeedZBuffer ); DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail ) if( !bFlipHeadAndTail )
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( bFlipHeadAndTail ) if( bFlipHeadAndTail )
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
/* These set the texture mode themselves. */ /* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts ) if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( cache->m_bHoldHeadIsAboveWavyParts ) if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
// now, draw the glow pass // now, draw the glow pass
if( !bDrawGlowOnly ) if( !bDrawGlowOnly )
+5 -5
View File
@@ -95,17 +95,17 @@ private:
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail,
float fColorScale, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale, void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ); bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
const PlayerState *m_pPlayerState; // to look up PlayerOptions const PlayerState *m_pPlayerState; // to look up PlayerOptions
NoteMetricCache_t *cache; NoteMetricCache_t *cache;