Reverse slide draw order so loops and sharp bends look nicer

This commit is contained in:
Luke Hubmayer-Werner 2021-02-21 21:30:02 +10:30
parent d8c4c93934
commit 3fd2c8d821
1 changed files with 6 additions and 5 deletions

View File

@ -197,15 +197,16 @@ func make_slide_trail_mesh(note) -> ArrayMesh:
uvs.resize(3*trail_length)
colors.resize(3*trail_length)
for i in trail_length:
var idx = (trail_length-i-1)*3 # We want the earliest ones to be drawn last so that loops/sharp bends will have the first pass on top
var u = GameTheme.UV_ARRAY_SLIDE_ARROW if i%3 else GameTheme.UV_ARRAY_SLIDE_ARROW2
for j in 3:
uvs[i*3+j] = u[j]
colors[i*3+j] = Color(color.r, color.g, color.b, (1.0+float(i))/float(trail_length))
uvs[idx+j] = u[j]
colors[idx+j] = Color(color.r, color.g, color.b, (1.0+float(i))/float(trail_length))
var angle : float = angles[i]
var offset : Vector2 = positions[i] * GameTheme.receptor_ring_radius
vertices[i*3] = offset
vertices[i*3+1] = offset + polar2cartesian(size, angle+PI*0.75)
vertices[i*3+2] = offset + polar2cartesian(size, angle-PI*0.75)
vertices[idx] = offset
vertices[idx+1] = offset + polar2cartesian(size, angle+PI*0.75)
vertices[idx+2] = offset + polar2cartesian(size, angle-PI*0.75)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs