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.
This commit is contained in:
+6
-6
@@ -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:
|
||||
|
||||
Reference in New Issue
Block a user