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https://github.com/P3D-Legacy/P3D-Legacy.git
synced 2025-07-31 01:35:20 +02:00
Backdrop improvements...
Un-mirrored texture mapping Added dynamic texture size based on the height of the backdrop texture Backdrop color matches the daytime now
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@ -93,8 +93,8 @@
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_shader = Content.Load(Of Effect)("Effects\BackdropShader")
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_shader = Content.Load(Of Effect)("Effects\BackdropShader")
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(0, 0, 0), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(0, 0)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(0, 0, 0), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(0, 0)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(Width, 0, 0), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(0, 1)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(Width, 0, 0), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(1, 0)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(0, 0, Height), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(1, 0)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(0, 0, Height), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(0, 1)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(Width, 0, Height), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(1, 1)))
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_vertices.Add(New VertexPositionNormalTangentTexture(New Vector3(Width, 0, Height), New Vector3(-1, 0, 0), New Vector3(0, 1, 0), New Vector2(1, 1)))
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Me._position = Position
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Me._position = Position
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@ -107,7 +107,8 @@
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Select Case BackdropType.ToLower()
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Select Case BackdropType.ToLower()
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Case "water"
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Case "water"
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Me._backdropType = BackdropTypes.Water
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Me._backdropType = BackdropTypes.Water
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WaterAnimation = New Animation(TextureManager.GetTexture("Textures\Backdrops\Water"), 1, 3, 64, 64, Water.WaterSpeed, 0, 0)
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Dim WaterSize As Integer = CInt(TextureManager.GetTexture("Textures\Backdrops\Water").Height)
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WaterAnimation = New Animation(TextureManager.GetTexture("Textures\Backdrops\Water"), 1, 3, WaterSize, WaterSize, Water.WaterSpeed, 0, 0)
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_backdropTexture = TextureManager.GetTexture("Textures\Backdrops\Water", WaterAnimation.TextureRectangle, "")
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_backdropTexture = TextureManager.GetTexture("Textures\Backdrops\Water", WaterAnimation.TextureRectangle, "")
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Case "grass"
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Case "grass"
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Me._backdropType = BackdropTypes.Grass
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Me._backdropType = BackdropTypes.Grass
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@ -131,20 +132,21 @@
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End If
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End If
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Case BackdropTypes.Grass
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Case BackdropTypes.Grass
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If Me._setTexture = False Then
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If Me._setTexture = False Then
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Dim GrassSize As Integer = CInt(TextureManager.GetTexture("Backdrops\Grass").Height)
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Dim x As Integer = 0
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Dim x As Integer = 0
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Select Case World.CurrentSeason
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Select Case World.CurrentSeason
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Case World.Seasons.Winter
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Case World.Seasons.Winter
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x = 0
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x = 0
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Case World.Seasons.Spring
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Case World.Seasons.Spring
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x = 16
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x = GrassSize
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Case World.Seasons.Summer
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Case World.Seasons.Summer
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x = 32
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x = GrassSize * 2
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Case World.Seasons.Fall
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Case World.Seasons.Fall
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x = 48
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x = GrassSize * 3
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End Select
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End Select
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_backdropTexture = TextureManager.GetTexture("Backdrops\Grass", New Rectangle(x, 0, 16, 16))
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_backdropTexture = TextureManager.GetTexture("Backdrops\Grass", New Rectangle(x, 0, GrassSize, GrassSize))
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Me._setTexture = True
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Me._setTexture = True
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End If
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End If
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End Select
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End Select
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@ -186,11 +188,11 @@
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Case P3D.World.EnvironmentTypes.Outside
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Case P3D.World.EnvironmentTypes.Outside
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dayColor = SkyDome.GetDaytimeColor(True).ToVector3()
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dayColor = SkyDome.GetDaytimeColor(True).ToVector3()
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Case P3D.World.EnvironmentTypes.Dark
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Case P3D.World.EnvironmentTypes.Dark
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dayColor = New Vector3(0.5F, 0.5F, 0.6F)
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dayColor = New Vector3(0.5F, 0.5F, 0.5F)
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End Select
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End Select
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End If
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End If
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Return (dayColor * diffuseColor).ToColor().ToVector4()
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Return (dayColor * diffuseColor * Lighting.GetEnvironmentColor(1)).ToColor().ToVector4()
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End Function
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End Function
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End Class
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End Class
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