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Revert "* Start Menu: Add 3D alpha-style title screen logo."
This reverts commit 792a120703.
This is because Android has an interesting graphical glitch regarding this feature. I'll add it back when it's fixed.
This commit is contained in:
@@ -2402,70 +2402,67 @@ void TileRenderer::renderTile(Tile* tile, int data RENDER_TILE_ARG_PATCH)
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#endif
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int shape = tile->getRenderShape();
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switch (shape)
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if (shape == SHAPE_SOLID)
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{
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case SHAPE_SOLID:
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default:
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glTranslatef(-0.5f, -0.5f, -0.5f);
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t.begin();
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SHADE_DEFINE;
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SHADE_PREPARE;
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_FIXUP_GRASS;
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SHADE_IF_NEEDED(0.5f);
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renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
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SHADE_IF_NEEDED(0.8f);
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renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
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renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
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SHADE_IF_NEEDED(0.6f);
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renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
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renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
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SHADE_IF_NEEDED(1.0f);
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t.draw();
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glTranslatef(0.5f, 0.5f, 0.5f);
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return;
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}
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if (shape == SHAPE_CROSS)
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{
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// unused
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t.begin();
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tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
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t.draw();
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return;
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}
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if (shape == SHAPE_STAIRS)
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{
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// Fixed version from 0.1.1j+
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t.addOffset(-0.5f, -0.5f, -0.5f);
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for (int i = 0; i < 2; i++)
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{
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glTranslatef(-0.5f, -0.5f, -0.5f);
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if (!i)
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tile->setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f);
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else
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tile->setShape(0.0f, 0.0f, 0.5f, 1.0f, 0.5f, 1.0f);
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t.begin();
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SHADE_DEFINE;
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SHADE_PREPARE;
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_FIXUP_GRASS;
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SHADE_IF_NEEDED(0.5f);
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renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
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SHADE_IF_NEEDED(0.8f);
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_IF_NEEDED(0.6f);
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renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
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renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
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SHADE_IF_NEEDED(0.6f);
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SHADE_IF_NEEDED(0.8f);
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renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
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renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
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SHADE_IF_NEEDED(1.0f);
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t.draw();
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glTranslatef(0.5f, 0.5f, 0.5f);
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break;
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}
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case SHAPE_CROSS:
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{
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// unused as cross items render like regular items in the hand
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t.begin();
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tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
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t.draw();
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break;
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}
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case SHAPE_STAIRS:
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{
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// Fixed version from 0.1.1j+
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t.addOffset(-0.5f, -0.5f, -0.5f);
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for (int i = 0; i < 2; i++)
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{
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if (!i)
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tile->setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f);
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else
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tile->setShape(0.0f, 0.0f, 0.5f, 1.0f, 0.5f, 1.0f);
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t.addOffset(0.5f, 0.5f, 0.5f);
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t.begin();
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SHADE_DEFINE;
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SHADE_PREPARE;
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SHADE_IF_NEEDED(0.5f);
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renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_IF_NEEDED(0.6f);
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renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
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renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
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SHADE_IF_NEEDED(0.8f);
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renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
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renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
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SHADE_IF_NEEDED(1.0f);
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t.draw();
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}
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t.addOffset(0.5f, 0.5f, 0.5f);
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break;
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}
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return;
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}
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}
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