Corona streaks fix
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3a6c606fe5
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@ -227,7 +227,6 @@ CCoronas::UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, flo
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static RwIm2DVertex vertexbufferX[2];
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static RwIm2DVertex vertexbufferX[2];
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// TODO? not sure streaks look quite right...
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void
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void
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CCoronas::Render(void)
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CCoronas::Render(void)
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{
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{
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@ -394,12 +393,15 @@ CCoronas::Render(void)
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if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
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if(!aCoronas[i].hasValue[j] || !aCoronas[i].hasValue[j+1])
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continue;
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continue;
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int mod1 = (float)(6 - j) / 6 * 128;
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int mod2 = (float)(6 - (j+1)) / 6 * 128;
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RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
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RwIm2DVertexSetScreenX(&vertexbufferX[0], aCoronas[i].prevX[j]);
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RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
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RwIm2DVertexSetScreenY(&vertexbufferX[0], aCoronas[i].prevY[j]);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j], aCoronas[i].prevGreen[j], aCoronas[i].prevBlue[j], 255);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[0], aCoronas[i].prevRed[j] * mod1 / 256, aCoronas[i].prevGreen[j] * mod1 / 256, aCoronas[i].prevBlue[j] * mod1 / 256, 255);
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RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
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RwIm2DVertexSetScreenX(&vertexbufferX[1], aCoronas[i].prevX[j+1]);
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RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
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RwIm2DVertexSetScreenY(&vertexbufferX[1], aCoronas[i].prevY[j+1]);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1], aCoronas[i].prevGreen[j+1], aCoronas[i].prevBlue[j+1], 255);
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RwIm2DVertexSetIntRGBA(&vertexbufferX[1], aCoronas[i].prevRed[j+1] * mod2 / 256, aCoronas[i].prevGreen[j+1] * mod2 / 256, aCoronas[i].prevBlue[j+1] * mod2 / 256, 255);
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// BUG: game doesn't do this
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// BUG: game doesn't do this
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RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetScreenZ(&vertexbufferX[0], RwIm2DGetNearScreenZ());
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