[Change] Make the start of beam not be so abrupt.

This commit is contained in:
Allanis 2013-10-03 01:01:39 +01:00
parent 5bf8a0b689
commit 62f7986459

View File

@ -379,6 +379,8 @@ static void weapon_render(const Weapon* w) {
case OUTFIT_TYPE_BEAM: case OUTFIT_TYPE_BEAM:
case OUTFIT_TYPE_TURRET_BEAM: case OUTFIT_TYPE_TURRET_BEAM:
gfx = outfit_gfx(w->outfit); gfx = outfit_gfx(w->outfit);
/* Position. */
x = w->solid->pos.x - VX(*gl_camera) + gui_xoff; x = w->solid->pos.x - VX(*gl_camera) + gui_xoff;
y = w->solid->pos.y - VY(*gl_camera) + gui_yoff; y = w->solid->pos.y - VY(*gl_camera) + gui_yoff;
@ -395,15 +397,25 @@ static void weapon_render(const Weapon* w) {
/* Actual rendering. */ /* Actual rendering. */
glBegin(GL_QUAD_STRIP); glBegin(GL_QUAD_STRIP);
COLOUR(cWhite);
/* Full strength. */ /* Start fading. */
ACOLOUR(cWhite, 0.);
glTexCoord2d(0., 0.); glTexCoord2d(0., 0.);
glVertex2d(-gfx->sh/2., 0.); glVertex2d(-gfx->sh/2., 0.);
glTexCoord2d(0., 1.); glTexCoord2d(0., 1.);
glVertex2d(+gfx->sh/2., 0.); glVertex2d(+gfx->sh/2., 0.);
/* Full Strength. */
COLOUR(cWhite);
glTexCoord2d(10. / gfx->sw, 0.);
glVertex2d(-gfx->sh/2., 10.);
glTexCoord2d(10. / gfx->sw, 1.);
glVertex2d(+gfx->sh/2., 10.);
glTexCoord2d(0.8*w->outfit->u.bem.range / gfx->sw, 0.); glTexCoord2d(0.8*w->outfit->u.bem.range / gfx->sw, 0.);
glVertex2d(+gfx->sh/2., 0.8*w->outfit->u.bem.range); glVertex2d(+gfx->sh/2., 0.8*w->outfit->u.bem.range);