Text Culling Fix
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655f48017c
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9096e548a1
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@ -92,7 +92,7 @@ namespace Oyster
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tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
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tmpInst.offset=text[i]-32;
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tmpInst.pos=i*(FontSize * 0.7f * TEXT_SPACING);
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if(tmpInst.pos > size.x)
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if(tmpInst.pos > size.x*2)
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{
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text = text.substr(0,i-1);
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break;
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@ -21,12 +21,6 @@ float4 SuperSample(float4 Glow, uint3 DTid)
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index = index / Output.Length;
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Glow = Ambient.SampleLevel(S1, index,1);
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Glow = Glow * Glow.w*10;
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//Line Y+1
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//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)+1)];
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//Line Y-1
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//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)-1)];
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//Glow = Glow/9;
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return Glow;
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}
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@ -213,9 +213,10 @@ HRESULT InitDirect3D()
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return S_OK;
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}
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float angle = 0;
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float z=0;
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HRESULT Update(float deltaTime)
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{
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(0,0,z),Oyster::Math::Float3::null);
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
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Oyster::Graphics::API::Update(deltaTime);
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@ -285,6 +286,20 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam
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case 0x58:
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angle -= Oyster::Math::pi / 16;
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break;
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//A
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case 0x41:
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break;
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//D
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case 0x44:
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break;
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//W
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case 0x57:
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z-=0.5f;
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break;
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//S
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case 0x53:
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z+=0.5f;
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break;
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}
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break;
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