Commit Graph

253 Commits

Author SHA1 Message Date
Glenn Maynard 63b273fee2 FlipHeadAndTailWhenReverse is a bit confusing.
Other things are happening here: anchoring the hold note to the
top or bottom, and flipping the wavy texture upside down.  These
have separate purposes:

Normal hold rendering anchored to the bottom, so the hold scrolls
up as it's held; if it was anchored at the top, then it would
stay in place and the bottom would disappear as it was held.
In reverse, we can optionally reverse this, so the hold scrolls
down as it's held, or not reverse it, causing the hold to be
eaten by the head as the head comes down.

Normal hold rendering displays the hold body right-side-up.
In reverse, we can optionally render the hold body upside-down.
If we're flipping the head and tail (usually, putting the
overlaid arrow on the bottom instead of the top), mirroring
the body may or may not be wanted.

Additionally, we can optionally reverse the head and tail
(not to be confused with the top and bottom caps) in reverse.

These have been done together, but that's confusing; it's a
single setting with several obscure effects.  Split it up.
2007-01-11 03:10:36 +00:00
Glenn Maynard d561eecb17 clarify 2007-01-11 02:51:58 +00:00
Glenn Maynard 258140f50a flip for consistency 2007-01-07 09:06:34 +00:00
Glenn Maynard 060e129762 flip; it's more natural to anchor top inside the loop, so texture coordinates increase as fY increases. (Was the bAnchorToBottom code bcakwards? I think it was just symmetric.) 2007-01-07 09:02:00 +00:00
Glenn Maynard 9f6f64dfec Shift some complexity out of the inner loop, so the texture coordinate
calculation is easier to manipulate.
2007-01-07 08:52:23 +00:00
Glenn Maynard c24adab2b3 s/fVertTexCoordOffset/fAddToTexCoord/
invert
2007-01-07 08:45:56 +00:00
Glenn Maynard 85867cb8e6 remove DrawHoldHeadTail 2007-01-07 02:47:28 +00:00
Glenn Maynard 57ab69e202 use DrawActor 2007-01-07 02:43:32 +00:00
Glenn Maynard 1906ed14de DrawActor, DrawHoldHeadTail equivalent 2007-01-07 02:40:10 +00:00
Glenn Maynard a4b3ab04e0 DrawActor usable for non-wavy hold parts 2007-01-07 02:36:51 +00:00
Glenn Maynard aea580e525 more consistent param order 2007-01-07 02:17:55 +00:00
Glenn Maynard b85f6f2169 pass fYOffset to DrawHoldHeadTail, so it acts more like DrawActor 2007-01-07 02:01:16 +00:00
Glenn Maynard af80f6b912 pass fYOffset to DrawHoldHeadTail, so it acts more like DrawActor 2007-01-07 01:59:21 +00:00
Glenn Maynard b51ea6f96a swap offsets too 2007-01-07 01:55:48 +00:00
Glenn Maynard 9b346ca86e cleanup 2007-01-07 01:49:44 +00:00
Glenn Maynard a0f221cb28 revert; causes glitches 2007-01-07 01:45:33 +00:00
Glenn Maynard 21c9ad516e fix very small hold note rendering 2007-01-07 00:15:15 +00:00
Glenn Maynard 7c838c69f7 simplify 2007-01-06 23:07:20 +00:00
Glenn Maynard 3bfe0faca9 simplify 2007-01-06 23:04:46 +00:00
Glenn Maynard 23a70e943d fix body scrolling 2007-01-06 22:23:43 +00:00
Glenn Maynard 7201dd2c34 fix wrapping 2007-01-06 22:19:26 +00:00
Glenn Maynard 2ab500aa75 remove param 2007-01-06 21:28:55 +00:00
Glenn Maynard b67091b396 Splitting the glow and diffuse passes may have been a
win with the note skins ~4 years ago, where the hold
note parts were all in one texture.  Now, they're split
into several parts, and we're changing the texture for
each part, which is a bigger state change than changing
the glow mode.  Simplify this a bit and push DrawHoldHeadTail
and DrawActor together..
2007-01-06 21:27:05 +00:00
Glenn Maynard 5de93444f1 simplify 2007-01-06 21:23:07 +00:00
Glenn Maynard 94dac3e867 simplify 2007-01-06 21:18:19 +00:00
Glenn Maynard 9a56285da9 cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:44 +00:00
Glenn Maynard 4a5a5ace4a cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:27 +00:00
Glenn Maynard 1f68f86a2f cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:13 +00:00
Glenn Maynard 2582037cca cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:01:13 +00:00
Glenn Maynard ef3d02e02d bFlipHeadAndTailWhenReverse flips the head and tail, and flips
the hold body.  Flip the caps, too.
2007-01-06 08:33:08 +00:00
Glenn Maynard db7bb23676 don't offset non-wrapped parts 2007-01-06 08:30:50 +00:00
Glenn Maynard 05e69b4b83 simplify 2007-01-06 08:28:53 +00:00
Glenn Maynard 331dbeb997 merge more hold rendering code 2007-01-06 07:22:48 +00:00
Glenn Maynard fcd215f61b merge hold note wavy part rendering 2007-01-06 06:12:40 +00:00
Glenn Maynard c620505da8 flip this around, to look like the same expression in the other two wavy hold part renderers 2007-01-06 05:35:06 +00:00
Glenn Maynard 4ee0024579 cosmetic to bring these wavy parts closer together 2007-01-04 05:58:19 +00:00
Glenn Maynard 946573142a cosmetic to bring these wavy parts closer together 2007-01-04 04:06:35 +00:00
Glenn Maynard eaebdb368c fix up add layer 2007-01-04 04:03:31 +00:00
Glenn Maynard 0b462d207b cosmetic to bring these wavy parts closer together 2007-01-04 03:58:08 +00:00
Glenn Maynard eb1cd3d2f1 simplify 2007-01-04 03:51:15 +00:00
Glenn Maynard 8fb0ca4e8f cleanup 2007-01-04 03:18:37 +00:00
Glenn Maynard 0ed3ce836c fix nt 2007-01-04 02:23:44 +00:00
Glenn Maynard 30a4e9374c DrawActor, DrawHoldHeadTail zoom handling 2007-01-04 02:21:58 +00:00
Glenn Maynard 3406e5d4c3 row -> beat for consistency 2007-01-04 02:14:03 +00:00
Glenn Maynard 8672e0eadb remove fLife--always 1 2007-01-04 01:33:36 +00:00
Glenn Maynard 6bfa6a6fb1 merge DrawHoldTail and DrawHoldHead 2007-01-04 01:29:14 +00:00
Glenn Maynard 885a245c0e move param 2007-01-04 01:24:51 +00:00
Glenn Maynard 3811d3d51c Rewrite attack handling. (This isn't intended to be fast or scalable--the
old code wasn't, either--I just want to get rid of the extra DrawActor
code path.  This feature should probably just be removed.)
2007-01-04 01:03:36 +00:00
Glenn Maynard 644eaec3a3 pass tn to tap rendering, like hold rendering
simplify
2007-01-04 00:45:47 +00:00
Glenn Maynard b4aeab5403 remove unused fDrawDistanceBeforeTargetsPixels2 2007-01-04 00:38:19 +00:00