Remove the line loop width hack. It sometimes makes things worse ...

This commit is contained in:
Glenn Maynard
2002-12-07 06:20:47 +00:00
parent ceb2fc0c25
commit c41b0bf85a
+15 -8
View File
@@ -373,8 +373,19 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
* Scale the line width and point size by the average ratio of the scale. */
float WidthVal = float(g_CurrentWidth) / SCREEN_WIDTH;
float HeightVal = float(g_CurrentHeight) / SCREEN_HEIGHT;
float factor = (WidthVal + HeightVal) / 2;
glLineWidth(LineWidth * factor);
LineWidth *= (WidthVal + HeightVal) / 2;
/* Clamp the width to the hardware max for both lines and points (whichever
* is more restrictive). */
LineWidth = clamp(LineWidth, g_oglspecs.line_range[0], g_oglspecs.line_range[1]);
LineWidth = clamp(LineWidth, g_oglspecs.point_range[0], g_oglspecs.point_range[1]);
/* Hmm. The granularity of lines and points might be different; for example,
* if lines are .5 and points are .25, we might want to snap the width to the
* nearest .5, so the hardware doesn't snap them to different sizes. Does it
* matter? */
glLineWidth(LineWidth);
/* Draw the line loop: */
g_vertMode = GL_LINE_LOOP;
@@ -385,12 +396,8 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
/* Round off the corners. This isn't perfect; the point is sometimes a little
* larger than the line, causing a small bump on the edge. Not sure how to fix
* that.
*
* Fudged the point size down a little. This fixes it in the radar with a
* line size of 3 at 640x480 and 1024x768; I don't know what it would do at
* other line sizes. */
glPointSize((LineWidth - .3f) * factor);
* that. */
glPointSize(LineWidth);
/* Hack: if the points will all be the same, we don't want to draw
* any points at all, since there's nothing to connect. That'll happen