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Fix invalid cursor trail parts being drawn

This commit is contained in:
smoogipoo 2019-09-25 16:25:15 +09:00
parent fbf04e4129
commit 74b2e99247

View File

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