flip this around, to look like the same expression in the other two wavy hold part renderers

This commit is contained in:
Glenn Maynard
2007-01-06 05:35:06 +00:00
parent 42a18fdae7
commit c620505da8
+1 -1
View File
@@ -539,7 +539,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
const float fXRight = fX + fFrameWidth/2;
const float fDistFromBodyBottom = fYBodyBottom - fY;
const float fDistFromBodyTop = fY - fYBodyTop;
float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyBottom : fDistFromBodyTop, 0, fFrameHeight, pRect->top, pRect->bottom );
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
if( fY == fDrawYBodyTop ) // first