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fix crashing on 3d frets they still do not render
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mdsitton committed Jul 27, 2011
1 parent c26d15c commit cfef777
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Showing 2 changed files with 5 additions and 6 deletions.
5 changes: 2 additions & 3 deletions src/Guitar.py
Original file line number Diff line number Diff line change
Expand Up @@ -109,7 +109,6 @@ def renderFrets(self, visibility, song, controls):
glEnable(GL_DEPTH_TEST)

for n in range(self.strings2):
pressed = None #to make sure guitar doesnt crash
keyNumb = n
f = self.fretWeight[keyNumb]
c = list(self.fretColors[keyNumb])
Expand All @@ -131,7 +130,7 @@ def renderFrets(self, visibility, song, controls):
else:
texY = (0.0, 1.0 / self.fretImgColNumber)#fret normal guitar/bass/drums

if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]) or (self.isDrum and pressed):#fret press
if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]):#fret press
texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)

elif self.hit[n] or (self.battleStatus[3] and self.battleBreakString == n):#frets on note hit
Expand All @@ -150,7 +149,7 @@ def renderFrets(self, visibility, song, controls):
texture = None

c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
self.render3DKey(texture,self.keyMesh, x, y, c, n)
self.render3DKey(texture,self.keyMesh, x, y, c, n, f)

glDisable(GL_DEPTH_TEST)

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6 changes: 3 additions & 3 deletions src/Instrument.py
Original file line number Diff line number Diff line change
Expand Up @@ -1463,7 +1463,7 @@ def renderOpenNotes(self, visibility, song, pos):
self.isStarPhrase = Fals

#group rendering of 3D keys/frets into method
def render3DKey(self, texture, model, x, y, color, fretNum):
def render3DKey(self, texture, model, x, y, color, fretNum, f):
glPushMatrix()
glDepthMask(1)
glEnable(GL_LIGHTING)
Expand Down Expand Up @@ -1501,9 +1501,9 @@ def render3DKey(self, texture, model, x, y, color, fretNum):
glScalef(1, -1, 1)
glMatrixMode(GL_MODELVIEW)
glScalef(self.boardScaleX, self.boardScaleY, 1)
if not self.hit[keyNumb] and (f or pressed):
if not self.hit[fretNum] and f:
model.render("Mesh_001")
elif self.hit[keyNumb]:
elif self.hit[fretNum]:
model.render("Mesh_002")
else:
model.render("Mesh")
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