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 ); float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
tempState.pos += m_vEffectMagnitude * fPercentOffset; tempState.pos += m_vEffectMagnitude * fPercentOffset;
tempState.pos.x = roundf( tempState.pos.x ); tempState.pos.x = tempState.pos.x;
tempState.pos.y = roundf( tempState.pos.y ); tempState.pos.y = tempState.pos.y;
tempState.pos.z = roundf( tempState.pos.z ); tempState.pos.z = tempState.pos.z;
} }
break; break;
case bob: case bob:
{ {
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 ); float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 );
tempState.pos += m_vEffectMagnitude * fPercentOffset; tempState.pos += m_vEffectMagnitude * fPercentOffset;
tempState.pos.x = roundf( tempState.pos.x ); tempState.pos.x = tempState.pos.x;
tempState.pos.y = roundf( tempState.pos.y ); tempState.pos.y = tempState.pos.y;
tempState.pos.z = roundf( tempState.pos.z ); tempState.pos.z = tempState.pos.z;
} }
break; break;
case pulse: case pulse: