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:
iProgramInCpp
2023-12-25 17:42:07 +02:00
parent 105eb3a79c
commit b3cc044375
3 changed files with 61 additions and 355 deletions

View File

@@ -2402,70 +2402,67 @@ void TileRenderer::renderTile(Tile* tile, int data RENDER_TILE_ARG_PATCH)
#endif
int shape = tile->getRenderShape();
switch (shape)
if (shape == SHAPE_SOLID)
{
case SHAPE_SOLID:
default:
glTranslatef(-0.5f, -0.5f, -0.5f);
t.begin();
SHADE_DEFINE;
SHADE_PREPARE;
SHADE_IF_NEEDED(1.0f);
renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
SHADE_FIXUP_GRASS;
SHADE_IF_NEEDED(0.5f);
renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
SHADE_IF_NEEDED(0.8f);
renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
SHADE_IF_NEEDED(0.6f);
renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
SHADE_IF_NEEDED(1.0f);
t.draw();
glTranslatef(0.5f, 0.5f, 0.5f);
return;
}
if (shape == SHAPE_CROSS)
{
// unused
t.begin();
tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
t.draw();
return;
}
if (shape == SHAPE_STAIRS)
{
// Fixed version from 0.1.1j+
t.addOffset(-0.5f, -0.5f, -0.5f);
for (int i = 0; i < 2; i++)
{
glTranslatef(-0.5f, -0.5f, -0.5f);
if (!i)
tile->setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f);
else
tile->setShape(0.0f, 0.0f, 0.5f, 1.0f, 0.5f, 1.0f);
t.begin();
SHADE_DEFINE;
SHADE_PREPARE;
SHADE_IF_NEEDED(1.0f);
renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
SHADE_FIXUP_GRASS;
SHADE_IF_NEEDED(0.5f);
renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
SHADE_IF_NEEDED(0.8f);
SHADE_IF_NEEDED(1.0f);
renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
SHADE_IF_NEEDED(0.6f);
renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
SHADE_IF_NEEDED(0.6f);
SHADE_IF_NEEDED(0.8f);
renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
SHADE_IF_NEEDED(1.0f);
t.draw();
glTranslatef(0.5f, 0.5f, 0.5f);
break;
}
case SHAPE_CROSS:
{
// unused as cross items render like regular items in the hand
t.begin();
tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
t.draw();
break;
}
case SHAPE_STAIRS:
{
// Fixed version from 0.1.1j+
t.addOffset(-0.5f, -0.5f, -0.5f);
for (int i = 0; i < 2; i++)
{
if (!i)
tile->setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f);
else
tile->setShape(0.0f, 0.0f, 0.5f, 1.0f, 0.5f, 1.0f);
t.addOffset(0.5f, 0.5f, 0.5f);
t.begin();
SHADE_DEFINE;
SHADE_PREPARE;
SHADE_IF_NEEDED(0.5f);
renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
SHADE_IF_NEEDED(1.0f);
renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
SHADE_IF_NEEDED(0.6f);
renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
SHADE_IF_NEEDED(0.8f);
renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
SHADE_IF_NEEDED(1.0f);
t.draw();
}
t.addOffset(0.5f, 0.5f, 0.5f);
break;
}
return;
}
}