描画をいじりRelease
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@@ -39,11 +39,11 @@ class BG
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dish /= 2;
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float z = offsetz / 1025f;
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glColor3f(1.0, 1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef((-offsetx + homex) / disw, -((-offsety + homey) / dish), z);
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glScalef(1.0f / aspect, 1.0f, 1.0f);
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glTranslatef((-offsetx + homex), ((-offsety + homey)), z);
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glScalef(scalex, scaley, 1f);
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glRotatef(360 - r, 0.0f, 0.0f, 1.0f );
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glScalef(scalex * aspect, scaley, 1f);
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version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
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//viewport
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//clipx,clipy
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@@ -66,13 +66,13 @@ class BG
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int w = 16;
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int h = 16;
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glTexCoord2f((u) / 512f - 1 , (v2) / 512f - 1);
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glVertex3f((x * w) / disw - 1, 1 - (y * h + h) / dish, 0);
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glVertex3f((x * w), (y * h + h), 0);
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glTexCoord2f((u) / 512f - 1, (v) / 512f - 1);
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glVertex3f((x * w) / disw - 1, 1 - (y * h) / dish, 0);
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glVertex3f((x * w), (y * h), 0);
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glTexCoord2f((u2) / 512f - 1, (v) / 512f - 1);
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glVertex3f((x * w + w) / disw - 1, 1 - (y * h) / dish, 0);
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glVertex3f((x * w + w), (y * h), 0);
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glTexCoord2f((u2) / 512f - 1, (v2) / 512f - 1);
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glVertex3f((x * w + w) / disw - 1, 1 - (y * h + h) / dish, 0);
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glVertex3f((x * w + w), (y * h + h), 0);
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rendercount++;
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if(rendercount >= 899)
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{
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