fix laggy glass effect on some shitty platforms

This commit is contained in:
Sebastian Krzyszkowiak 2012-07-10 19:08:12 +02:00
parent 7bbf0a3a75
commit 4448776890
2 changed files with 12 additions and 3 deletions

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by Qt Creator 2.5.81, 2012-07-09T02:41:22. -->
<!-- Written by Qt Creator 2.5.81, 2012-07-10T18:43:07. -->
<qtcreator>
<data>
<variable>GenericProjectManager.GenericProject.Toolchain</variable>

View file

@ -126,14 +126,23 @@ void Menu_Draw(struct Game *game) {
al_draw_scaled_bitmap(game->menu.cloud,0,0,al_get_bitmap_width(game->menu.cloud), al_get_bitmap_height(game->menu.cloud), al_get_display_width(game->display)*(sin((game->menu.cloud_position/40)-4.5)-0.3), al_get_display_height(game->display)*0.35, al_get_bitmap_width(game->menu.cloud)/2, al_get_bitmap_height(game->menu.cloud)/2,0);
al_draw_bitmap(game->menu.cloud2,al_get_display_width(game->display)*(game->menu.cloud2_position/100.0), al_get_display_height(game->display)/1.5,0);
al_draw_bitmap(game->menu.image,0, al_get_display_height(game->display)*0.55,0);
al_draw_bitmap(game->menu.pinkcloud_bitmap,(al_get_display_width(game->display)*0.12) + (cos((game->menu.cloud_position/25+80)*1.74444))*40, 0,0);
al_draw_bitmap(game->menu.cloud,al_get_display_width(game->display)*game->menu.cloud_position/100, 30,0);
al_draw_bitmap(game->menu.cloud,al_get_display_width(game->display)*game->menu.cloud_position/100, al_get_display_height(game->display)*0.1,0);
al_draw_bitmap(game->menu.pie_bitmap, al_get_display_width(game->display)/2, al_get_display_height(game->display)*(game->menu.cloud_position)/10,0);
/* GLASS EFFECT */
al_set_target_bitmap(game->menu.blurbg);
al_draw_bitmap_region(al_get_backbuffer(game->display), (al_get_display_width(game->display)/2)-(al_get_bitmap_width(game->menu.logo)/2), (al_get_display_height(game->display)*0.1), al_get_bitmap_width(game->menu.logo), al_get_bitmap_height(game->menu.logo), 0, 0, 0);
al_clear_to_color(al_map_rgb(183,234,193));
al_draw_scaled_bitmap(game->menu.cloud,0,0,al_get_bitmap_width(game->menu.cloud), al_get_bitmap_height(game->menu.cloud), al_get_display_width(game->display)*(sin((game->menu.cloud_position/40)-4.5)-0.3) - (al_get_display_width(game->display)/2)+(al_get_bitmap_width(game->menu.logo)/2), al_get_display_height(game->display)*0.35-(al_get_display_height(game->display)*0.1), al_get_bitmap_width(game->menu.cloud)/2, al_get_bitmap_height(game->menu.cloud)/2,0);
al_draw_bitmap(game->menu.pinkcloud_bitmap,(al_get_display_width(game->display)*0.12) + (cos((game->menu.cloud_position/25+80)*1.74444))*40 - (al_get_display_width(game->display)/2)+(al_get_bitmap_width(game->menu.logo)/2), -(al_get_display_height(game->display)*0.1),0);
al_draw_bitmap(game->menu.cloud,al_get_display_width(game->display)*game->menu.cloud_position/100 - (al_get_display_width(game->display)/2)+(al_get_bitmap_width(game->menu.logo)/2), al_get_display_height(game->display)*0.1-(al_get_display_height(game->display)*0.1),0);
al_draw_bitmap(game->menu.pie_bitmap, al_get_display_width(game->display)/2 - (al_get_display_width(game->display)/2)+(al_get_bitmap_width(game->menu.logo)/2), al_get_display_height(game->display)*(game->menu.cloud_position)/10 -(al_get_display_height(game->display)*0.1),0);
/*al_draw_bitmap_region(al_get_backbuffer(game->display), (al_get_display_width(game->display)/2)-(al_get_bitmap_width(game->menu.logo)/2), (al_get_display_height(game->display)*0.1), al_get_bitmap_width(game->menu.logo), al_get_bitmap_height(game->menu.logo), 0, 0, 0);*/
al_set_target_bitmap(game->menu.blurbg2);
al_clear_to_color(al_map_rgba(0,0,0,0));