Z-buffer for effects on the Z axis.
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@@ -400,7 +400,9 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
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// const bool bWavy = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_DRUNK] > 0;
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const int fYStep = 16; //bWavy ? 16 : 128; // use small steps only if wavy
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const bool WavyPartsNeedZBuffer = ArrowsNeedZBuffer( m_PlayerNumber );
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/* Hack: Z effects need a finer grain step. */
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const int fYStep = WavyPartsNeedZBuffer? 4: 16; //bWavy ? 16 : 128; // use small steps only if wavy
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const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
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@@ -427,7 +429,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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DISPLAY->SetZBuffer( WavyPartsNeedZBuffer );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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@@ -498,7 +500,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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DISPLAY->SetZBuffer( WavyPartsNeedZBuffer );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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@@ -582,7 +584,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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DISPLAY->SetZBuffer( WavyPartsNeedZBuffer );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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