More skidlines graphics tweaks
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14245 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -268,10 +268,17 @@ void SkidMarks::SkidMarkQuads::add(const Vec3 &left,
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video::S3DVertex v;
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v.Color = m_start_color;
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if (n == 0)
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v.Color.setAlpha(0.0f);
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else
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v.Color.setAlpha(m_start_alpha);
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v.Color.setAlpha(0.0f); // initially create all vertices at alpha=0...
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// then when adding a new set of vertices, make the previous 2 opaque.
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// this ensures that the last two vertices are always at alpha=0,
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// producing a fade-out effect
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if (n > 4)
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{
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Vertices[n - 1].Color.setAlpha(m_start_alpha);
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Vertices[n - 2].Color.setAlpha(m_start_alpha);
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}
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v.Pos = left.toIrrVector();
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v.Pos.Y += m_z_offset;
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v.Normal = core::vector3df(0, 1, 0);
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@ -317,7 +324,8 @@ void SkidMarks::SkidMarkQuads::fade(float f)
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a -= (a < m_fade_out ? a : (int)m_fade_out);
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c.setAlpha(a);
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for(unsigned int i=2; i<Vertices.size(); i++)
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// the first 2 and last 2 already have alpha=0 for fade-in and fade-out
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for(unsigned int i=2; i<Vertices.size() - 2; i++)
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{
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Vertices[i].Color.setAlpha(a);
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}
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