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:
Kyzentun Keeslala
2015-06-03 15:49:00 -06:00
parent 963a204fb0
commit f133272807
+6 -6
View File
@@ -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: