Game Development Reference
In-Depth Information
}else{
playing=TRUE;
}
InvalidateControl();
}
}
}
toon3d.m_sceneLoading++;
if (toon3d.m_sceneLoading == toon3d.m_sceneTotal){
toon3d.loaded=TRUE;
break;
}
}
//Update display as loading proceeds
if (!playing && toon3d.init){
if (toon3d.m_useloadscene){
if (toon3d.m_sceneLoading){
//Must have loaded scene 1
double loadpos = (double)(pos-toon3d.m_loadStart) /
(double)(toon3d.m_sceneSize[toon3d.m_sceneIndex] -
toon3d.m_loadStart);
int frame = (int)(loadpos *
(double)(toon3d.sceneList.m_sceneEnd -
toon3d.sceneList.m_sceneStart) +
toon3d.sceneList.m_sceneStart);
TRACE(”CToon3DAXCtrl::ToonFileLoading m_sceneIndex %i,
loadpos
%4.2f, frame %i (%i,%i)\n”,
toon3d.m_sceneIndex,loadpos,frame,
toon3d.sceneList.m_sceneStart,
toon3d.sceneList.m_sceneEnd);
toon3d.SetFrame(frame);
InvalidateControl();
}
}else{
//Use internal load screen
double newX = ((double)pos /
(double)toon3d.m_sceneSize[toon3d.m_sceneLoading])
* load_len + load_min;
bar_pts[1*3] = newX;
bar_pts[2*3] = newX;
InvalidateControl();
}
}
}
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