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SLUDGE: Added debug ouptut to parallax drawing
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@ -115,36 +115,36 @@ void GraphicsManager::drawParallax() {
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if (!_parallaxLayers || _parallaxLayers->empty())
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return;
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// TODO: simulate image repeating effect
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warning("Drawing parallaxStuff");
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// TODO: simulate image repeating effect
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warning("Drawing parallaxStuff");
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// display parallax from bottom to top
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for (ParallaxLayers::iterator it = _parallaxLayers->begin(); it != _parallaxLayers->end(); ++it) {
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(*it)->cameraX = sortOutPCamera(_cameraX, (*it)->fractionX, (int)(_sceneWidth - (float)_winWidth / _cameraZoom), (int)((*it)->surface.w - (float)_winWidth / _cameraZoom));
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(*it)->cameraY = sortOutPCamera(_cameraY, (*it)->fractionY, (int)(_sceneHeight - (float)_winHeight / _cameraZoom), (int)((*it)->surface.h - (float)_winHeight / _cameraZoom));
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uint w = ((*it)->wrapS) ? _sceneWidth : (*it)->surface.w;
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uint h = ((*it)->wrapT) ? _sceneHeight : (*it)->surface.h;
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warning("camX: %d camY: %d dims: %d x %d sceneDims: %d x %d", (*it)->cameraX, (*it)->cameraY, w, h, _sceneWidth, _sceneHeight);
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#if 0
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// display parallax from bottom to top
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for (ParallaxLayers::iterator it it = _parallax.begin(); it != _parallax.end(); ++it) {
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(*it)->cameraX = sortOutPCamera(cameraX, (*it)->fractionX, (int)(_sceneWidth - (float)winWidth / cameraZoom), (int)((*it)->surface.w - (float)winWidth / cameraZoom));
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(*it)->cameraY = sortOutPCamera(cameraY, (*it)->fractionY, (int)(_sceneHeight - (float)winHeight / cameraZoom), (int)((*it)->surface.h - (float)winHeight / cameraZoom));
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const GLfloat vertices[] = {
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(GLfloat) - (*it)->cameraX, (GLfloat) - (*it)->cameraY, 0.1f,
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w - (*it)->cameraX, (GLfloat) - (*it)->cameraY, 0.1f,
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(GLfloat) - (*it)->cameraX, h - (*it)->cameraY, 0.1f,
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w - (*it)->cameraX, h - (*it)->cameraY, 0.1f
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};
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uint w = ((*it)->wrapS) ? sceneWidth : (*it)->surface.w;
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uint h = ((*it)->wrapT) ? sceneHeight : (*it)->surface.h;
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warning("camX: %d camY: %d dims: %d x %d sceneDims: %d x %d", (*it)->cameraX, (*it)->cameraY, w, h, _sceneWidth, _sceneHeight);
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const GLfloat vertices[] = {
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(GLfloat) - (*it)->cameraX, (GLfloat) - (*it)->cameraY, 0.1f,
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w - (*it)->cameraX, (GLfloat) - (*it)->cameraY, 0.1f,
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(GLfloat) - (*it)->cameraX, h - (*it)->cameraY, 0.1f,
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w - (*it)->cameraX, h - (*it)->cameraY, 0.1f
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};
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const GLfloat texCoords[] = {
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0.0f, 0.0f,
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texw, 0.0f,
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0.0f, texh,
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texw, texh
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};
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const GLfloat texCoords[] = {
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0.0f, 0.0f,
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texw, 0.0f,
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0.0f, texh,
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texw, texh
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};
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drawQuad(shader.smartScaler, vertices, 1, texCoords);
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}
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#endif
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}
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}
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void GraphicsManager::saveParallax(Common::WriteStream *stream) {
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