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Fix demo progress bar in OpenGL modes by adding bit 1024 to rotatesprite calls.
The problems still remains that rotatesprite behaves differently in classic and OpenGL modes with clipping boundaries specified (and maybe in some other cases) git-svn-id: https://svn.eduke32.com/eduke32@2304 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 7 deletions
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@ -582,19 +582,19 @@ nextdemo:
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j=g_demo_cnt/(TICRATE/TICSPERFRAME);
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Bsprintf(buf, "%02d:%02d", j/60, j%60);
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gametext(18,16,buf,0,2+8+16);
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gametext(18,16,buf,0,2+8+16+1024);
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rotatesprite(60<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16,0,0,(xdim*95)/320,ydim-1);
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rotatesprite(90<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16,(xdim*95)/320,0,(xdim*125)/320,ydim-1);
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rotatesprite(120<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16,(xdim*125)/320,0,(xdim*155)/320,ydim-1);
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rotatesprite(150<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16,(xdim*155)/320,0,xdim-1,ydim-1);
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rotatesprite(60<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,0,0,(xdim*95)/320,ydim-1);
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rotatesprite(90<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*95)/320,0,(xdim*125)/320,ydim-1);
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rotatesprite(120<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*125)/320,0,(xdim*155)/320,ydim-1);
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rotatesprite(150<<16,16<<16,32768,0,SLIDEBAR,0,0,2+8+16+1024,(xdim*155)/320,0,xdim-1,ydim-1);
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j = (182<<16) - ((((120*(g_demo_totalCnt-g_demo_cnt))<<4)/g_demo_totalCnt)<<12);
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rotatesprite(j,(16<<16)+(1<<15),32768,0,SLIDEBAR+1,0,0,2+8+16,0,0,xdim-1,ydim-1);
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rotatesprite(j,(16<<16)+(1<<15),32768,0,SLIDEBAR+1,0,0,2+8+16+1024,0,0,xdim-1,ydim-1);
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j=(g_demo_totalCnt-g_demo_cnt)/(TICRATE/TICSPERFRAME);
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Bsprintf(buf, "-%02d:%02d%s", j/60, j%60, g_demo_paused?" ^15PAUSED":"");
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gametext(194,16,buf,0,2+8+16);
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gametext(194,16,buf,0,2+8+16+1024);
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}
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}
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