From f133272807cdd4d718d2b0dab73ac952610af6b7 Mon Sep 17 00:00:00 2001 From: Kyzentun Keeslala Date: Wed, 3 Jun 2015 15:49:00 -0600 Subject: [PATCH] Removed pixel coordinate rounding from bounce and bob effects because it causes jumping when a slow move is combined with a slow bounce or bob. --- src/Actor.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/Actor.cpp b/src/Actor.cpp index 51fc2b7e9f..0125aac1b2 100644 --- a/src/Actor.cpp +++ b/src/Actor.cpp @@ -538,18 +538,18 @@ void Actor::PreDraw() // calculate actor properties { float fPercentOffset = RageFastSin( fPercentThroughEffect*PI ); tempState.pos += m_vEffectMagnitude * fPercentOffset; - tempState.pos.x = roundf( tempState.pos.x ); - tempState.pos.y = roundf( tempState.pos.y ); - tempState.pos.z = roundf( tempState.pos.z ); + tempState.pos.x = tempState.pos.x; + tempState.pos.y = tempState.pos.y; + tempState.pos.z = tempState.pos.z; } break; case bob: { float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 ); tempState.pos += m_vEffectMagnitude * fPercentOffset; - tempState.pos.x = roundf( tempState.pos.x ); - tempState.pos.y = roundf( tempState.pos.y ); - tempState.pos.z = roundf( tempState.pos.z ); + tempState.pos.x = tempState.pos.x; + tempState.pos.y = tempState.pos.y; + tempState.pos.z = tempState.pos.z; } break; case pulse: