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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
commit
c40d628fe0
@ -204,7 +204,7 @@ CMotionBlurStreaks::Update(void)
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{
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int i;
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for(i = 0; i < NUMMBLURSTREAKS; i++)
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if(aStreaks[i].m_id)
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if(aStreaks[i].m_id != 0)
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aStreaks[i].Update();
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}
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@ -225,7 +225,7 @@ CMotionBlurStreaks::RegisterStreak(uintptr id, uint8 r, uint8 g, uint8 b, CVecto
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}
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}
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// Find free slot
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for(i = 0; aStreaks[i].m_id; i++)
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for(i = 0; aStreaks[i].m_id != 0; i++)
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if(i == NUMMBLURSTREAKS-1)
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return;
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// Create a new streak
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@ -246,7 +246,7 @@ CMotionBlurStreaks::Render(void)
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bool setRenderStates = false;
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int i;
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for(i = 0; i < NUMMBLURSTREAKS; i++)
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if(aStreaks[i].m_id){
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if(aStreaks[i].m_id != 0){
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if(!setRenderStates){
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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@ -323,7 +323,7 @@ void CBulletTraces::Render(void)
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RwIm3DVertexSetPos(&TraceVertices[4], sup.x + width.x, sup.y + width.y, sup.z + width.z);
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RwIm3DVertexSetPos(&TraceVertices[5], sup.x - width.x, sup.y - width.y, sup.z - width.z);
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LittleTest();
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if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, 1)) {
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if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, rwIM3D_VERTEXUV)) {
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TraceIndexList, ARRAY_SIZE(TraceIndexList));
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RwIm3DEnd();
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}
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@ -821,6 +821,22 @@ CBrightLights::Render(void)
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TempBufferIndicesStored += 12*3;
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break;
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case BRIGHTLIGHT_FRONT_BIG:
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case BRIGHTLIGHT_REAR_BIG:
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for (j = 0; j < 8; j++) {
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pos = BigCarHeadLightsSide[j] * aBrightLights[i].m_side +
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BigCarHeadLightsUp[j] * aBrightLights[i].m_up +
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BigCarHeadLightsFront[j] * aBrightLights[i].m_front +
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aBrightLights[i].m_pos;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + j], r, g, b, a);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + j], pos.x, pos.y, pos.z);
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}
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for (j = 0; j < 12 * 3; j++)
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TempBufferRenderIndexList[TempBufferIndicesStored + j] = CubeIndices[j] + TempBufferVerticesStored;
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TempBufferVerticesStored += 8;
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TempBufferIndicesStored += 12 * 3;
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break;
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case BRIGHTLIGHT_FRONT_TALL:
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case BRIGHTLIGHT_REAR_TALL:
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for(j = 0; j < 8; j++){
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@ -839,8 +855,8 @@ CBrightLights::Render(void)
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case BRIGHTLIGHT_SIREN:
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for(j = 0; j < 6; j++){
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pos = SirenLightsSide[j]*aBrightLights[i].m_side +
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SirenLightsUp[j]*aBrightLights[i].m_up +
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pos = SirenLightsSide[j] * TheCamera.GetRight() +
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SirenLightsUp[j] * TheCamera.GetUp() +
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aBrightLights[i].m_pos;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+j], r, g, b, a);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+j], pos.x, pos.y, pos.z);
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@ -1037,11 +1053,8 @@ CMoneyMessage::Render()
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CFont::SetPropOn();
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CFont::SetBackgroundOff();
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float fScaleY = fDistY / 100.0f;
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if (fScaleY > MAX_SCALE) fScaleY = MAX_SCALE;
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float fScaleX = fDistX / 100.0f;
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if (fScaleX > MAX_SCALE) fScaleX = MAX_SCALE;
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float fScaleY = Min(fDistY / 100.0f, MAX_SCALE);
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float fScaleX = Min(fDistX / 100.0f, MAX_SCALE);
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CFont::SetScale(fScaleX, fScaleY); // maybe use SCREEN_SCALE_X and SCREEN_SCALE_Y here?
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CFont::SetCentreOn();
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