Glenn Maynard
e83da1644e
use DrawSymmetricQuadStrip
2007-01-16 00:23:47 +00:00
Glenn Maynard
2f5ce94d48
reverse m_iStopDrawingHoldBodyOffsetFromTail/m_iStartDrawingHoldBodyOffsetFromHead effect if we're reversing the hold body
2007-01-11 03:38:16 +00:00
Glenn Maynard
d59d141566
fix reverse alignment
2007-01-11 03:37:21 +00:00
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