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Fix invalid cursor trail parts being drawn (#6256)
Fix invalid cursor trail parts being drawn
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commit
576ca31499
@ -40,9 +40,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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for (int i = 0; i < max_sprites; i++)
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{
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// InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node
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// This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms
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parts[i].InvalidationID = 1;
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// -1 signals that the part is unusable, and should not be drawn
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parts[i].InvalidationID = -1;
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}
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}
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@ -112,6 +111,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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for (int i = 0; i < parts.Length; ++i)
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{
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parts[i].Time -= time;
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if (parts[i].InvalidationID != -1)
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++parts[i].InvalidationID;
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}
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@ -205,8 +206,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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public TrailDrawNode(CursorTrail source)
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: base(source)
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{
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for (int i = 0; i < max_sprites; i++)
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parts[i].InvalidationID = 0;
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}
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public override void ApplyState()
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@ -218,11 +217,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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size = Source.partSize;
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time = Source.time;
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for (int i = 0; i < Source.parts.Length; ++i)
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{
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if (Source.parts[i].InvalidationID > parts[i].InvalidationID)
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parts[i] = Source.parts[i];
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}
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Source.parts.CopyTo(parts, 0);
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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@ -234,6 +229,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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for (int i = 0; i < parts.Length; ++i)
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{
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if (parts[i].InvalidationID == -1)
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continue;
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vertexBatch.DrawTime = parts[i].Time;
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Vector2 pos = parts[i].Position;
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