Example #1
0
KrColorTransform KrScheme::CalcDarkSec() const
{
	KrColorTransform xform = secondary;
	KrColorTransform dark;
	dark.Darken( DARK );

	xform.Composite( dark );
	return xform;	
}
Example #2
0
KrRGBA KrScheme::CalcBrightLine() const
{
	KrRGBA lightGrey = primary;

	KrColorTransform xform;
	xform.Brighten( BRIGHT );
	xform.ApplyTransform( &lightGrey );

	return lightGrey;		
}
Example #3
0
KrRGBA KrScheme::CalcShadowLine() const
{
	KrRGBA darkGrey = primary;

	KrColorTransform xform;
	xform.Darken( DARK );
	xform.ApplyTransform( &darkGrey );

	return darkGrey;		
}
Example #4
0
void EdWidgetTile::Select( bool select )
{
	KrColorTransform color;

	if ( select )
	{
		color.Brighten( 200 );
		box->SetColor( color );
	}
	else
	{
		box->SetColor( color );
	}
}
Example #5
0
void TestBlitter::DrawFrame()
{
	numTest = 0;

	KrRGBA newColor;
	KrRGBA baseColor;
	KrColorTransform cform;
	
	newColor.Set( 160, 110, 40, 80 );
	baseColor.Set( 20, 80, 200 );
	cform.Set( 40, 80, 50, 90, 30, 40, 200 );

	SetUp( newColor, baseColor, cform );

	char buf[ 256 ];
	sprintf( buf, "                      color             surface           resulting" );
	textBox->SetTextChar( buf, 0 );

	int line = 1;
	for( int i=0; i<numTest; i++ )
	{
		if ( i%3 == 0 )
		{
// 			++line;
			sprintf( buf, "                                                 Optimal %3d %3d %3d",
					 test[i].r.ToIntRoundUp(), 
					 test[i].g.ToIntRoundUp(), 
					 test[i].b.ToIntRoundUp() );
			textBox->SetTextChar( buf, line );
			++line;
		}

		bool ok =    (( test[i].r.ToIntRoundUp() - test[i].resultColor.c.red ) < 10 )
		          && (( test[i].g.ToIntRoundUp() - test[i].resultColor.c.green ) < 10 )
				  && (( test[i].b.ToIntRoundUp() - test[i].resultColor.c.blue ) < 10 );
		          
		sprintf( buf, "%20s %3d %3d %3d %3d   %3d %3d %3d %3d   %3d %3d %3d  %s",
				 test[i].name.c_str(),
				 test[i].newColor.c.red, test[i].newColor.c.green, test[i].newColor.c.blue, test[i].newColor.c.alpha,
				 test[i].surfaceColor.c.red, test[i].surfaceColor.c.green, test[i].surfaceColor.c.blue, test[i].surfaceColor.c.alpha,
				 test[i].resultColor.c.red, test[i].resultColor.c.green, test[i].resultColor.c.blue,
				 ok ? "[ok]" : "[error]" );

		textBox->SetTextChar( buf, line );
		++line;
	}
	
	engine->Draw();
}
Example #6
0
void BemGame::ProcessRightWindow()
{
	GlFixed scale = engine->Tree()->Root()->XScale( 4 );
	const GlFixed step = 0.03;
	KrColorTransform color;

	if ( rightDormant )
	{
		--rightDormant;
		if ( rightDormant == 0 ) rightTarget = 0.3 + random.DRand( 1.2 );
	}
	else
	{
		if ( scale < rightTarget )
		{
			color.TintRed( 100 );
			scale += step;
			if ( scale > rightTarget ) scale = rightTarget;
		}
		if ( scale > rightTarget )
		{
			color.TintBlue( 100 );
			scale -= step;
			if ( scale < rightTarget ) scale = rightTarget;
		}
		if ( scale == rightTarget )
			rightDormant = 15;
	}
	KrMatrix2 matrix;
	matrix.Set( ( scale * -actor[0].sprite->X()).ToIntRound() + engine->ScreenBounds( 4 ).Width() / 2,
				( scale * (-actor[0].sprite->Y() + 100) ).ToIntRound() + engine->ScreenBounds( 4 ).Height() / 2,
				scale, scale );

	engine->Tree()->Root()->SetTransform( matrix, 4 );
	engine->Tree()->Root()->SetColor( color, 4 );
}
Example #7
0
Text::Text(const gedString& text, int x, int y, int align,
		   Actor *parent, 
		   int red, int green, int blue,
		   const gedString &fontName,
		   int iniASCIIChar, int nChars,
		   bool _bEditable, bool _hasBorder, bool _hasBackGround, bool _getFocus,
		   KrRGBA _borderColor, KrRGBA _cursorColor, KrRGBA _backGroundColor)
{	
	this->fontName = fontName;
	this->iniASCIIChar = iniASCIIChar;
	this->nChars = nChars;
	this->text = text;

	bEditable = _bEditable;
	bDrawBorder = _hasBorder;
	bDrawBackground = _hasBackGround;
	bGetFocus = _getFocus;
	borderColor = _borderColor;
	cursorColor = _cursorColor;
	backGroundColor = _backGroundColor;

	textBox = NULL;

	
	fontResource = GameControl::Get()->GetFont(fontName, iniASCIIChar, nChars);
	
	if(fontResource)
	{
		const int lineSpacing = 0;
		int nLines = 1;
		gedString maxTextWidth;	
		bool bOnlyBlank = true;

		

		if(bEditable)
		{
			for(int i = 0; i < text.size(); i++)
			{
				if(text[i] != '\n')
				{
					maxTextWidth += 'O';
				}
				else
				{
					maxTextWidth += '\n';
					nLines++;
				}

				if( text[i] != ' ' && 
					text[i] != '\t' &&
					text[i] != '\r' &&
					text[i] != '\n')
				{
					bOnlyBlank = false;					
				}
			}
		}
		else
		{
			maxTextWidth = text;
			
			for(int i = 0; i < text.size(); i++)
			{
				if(text[i] == '\n')
				{
					nLines++;
				}
			}
		}

		
		int textWidth;

		if(nLines == 1)
		{
			textWidth  = fontResource->FontWidth(maxTextWidth.c_str());
		}
		else
		{
			int height;
			GetDimensions(maxTextWidth, textWidth, height, fontName);
		}

				
		switch(align)
		{
		case ALIGN_CENTER:
			align = KrTextBox::CENTER;
			break;
		case ALIGN_RIGHT:
			align = KrTextBox::RIGHT;
			break;
		case ALIGN_AUTOMATIC: //Only left (solve the text jump in textJump.ged)
			//if(nLines == 1) align = KrTextBox::CENTER;
			/*else*/ align = KrTextBox::LEFT;
			break;
		default:
			align = KrTextBox::LEFT;
			break;
		}			
		

		if(bEditable && !bDrawBackground)
		{
			//Draw a invisible background if editable text has no background
			backGroundColor.all = 0;
			backGroundColor.c.alpha = 1;
		}

		
		textBox = new KrTextWidget( fontResource, 
							 textWidth,
							 nLines*(fontResource->FontHeight() + lineSpacing), 
							 lineSpacing,
							 (KrTextBox::Alignment)align,
							 parent,
							 nLines > 1,
							 bEditable, bDrawBorder, bDrawBackground, bGetFocus,
							 borderColor, cursorColor, backGroundColor);

				
		KrColorTransform color;
		// sky change color of text
		ColorScheme *cs = get_color_scheme();
		color.Set(cs->editor_text_r, 0, cs->editor_text_g, 0, cs->editor_text_b, 0, 255);
		textBox->SetColor(color);

		if(x == CENTER_TEXT)
			x = (parent->Width() - textWidth) / 2;

		if(y == CENTER_TEXT)
			y = (parent->Height() - fontResource->FontHeight()) / 2;

				
		textBox->SetNodeId((int)textBox);
		engine->Tree()->AddNode( parent?parent->getImage():NULL, textBox );
		textBox->SetPos(x, y);

		
		if(!bEditable || !bOnlyBlank || (!InGameMode() && !InStandAloneMode()))
		{
			SetText(text); //After add tree
		}

		fontResource->refCount++;

		
		//Call walk here to update the compositeBounds
		//So, the text will be load by the RegionLoad::DefineActors()
		//Solve the reload - text bug.ged
		//Only in game mode (solve the Issue 80)

		if(parent && GameControl::Get()->getGameMode())
		{
			engine->Tree()->CalculateCompositBounds(parent->getImage());
		}
	}
}
Example #8
0
void Text::SetColor(int r, int g, int b)
{
	KrColorTransform color;
	color.Set(r, 0, g, 0, b, 0, 255);
	if(textBox) textBox->SetColor(color);
}
Example #9
0
void TestBlitter::SetUp(	KrRGBA newColorBase,
							KrRGBA surfaceColorBase,
							KrColorTransform cformBase  )
{
	KrRGBA newColor;
	KrRGBA surfaceColor;
	KrColorTransform cform;

	// NoAlpha in source
	// -- Simple transform
	cform.Set( 255, 0, 255, 0, 255, 0, 255 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	newColor.c.alpha = 255;
	Run( surfaceColor, newColor, cform, false );

	// -- Color transform
	cform = cformBase;
	cform.SetAlpha( 255 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	newColor.c.alpha = 255;
	Run( surfaceColor, newColor, cform, false );

	// -- Alpha transform
	cform = cformBase;
	cform.SetRed( 255, 0 );
	cform.SetGreen( 255, 0 );
	cform.SetBlue( 255, 0 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	newColor.c.alpha = 255;
	Run( surfaceColor, newColor, cform, false );

	// -- Full transform
	cform = cformBase;
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	newColor.c.alpha = 255;
	Run( surfaceColor, newColor, cform, false );


	// Alpha in source
	// -- Simple transform
	cform.Set( 255, 0, 255, 0, 255, 0, 255 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	Run( surfaceColor, newColor, cform, true );

	// -- Color transform
	cform = cformBase;
	cform.SetAlpha( 255 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	Run( surfaceColor, newColor, cform, true );

	// -- Alpha transform
	cform = cformBase;
	cform.SetRed( 255, 0 );
	cform.SetGreen( 255, 0 );
	cform.SetBlue( 255, 0 );
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	Run( surfaceColor, newColor, cform, true );

	// -- Full transform
	cform = cformBase;
	surfaceColor = surfaceColorBase;
	newColor     = newColorBase;
	Run( surfaceColor, newColor, cform, true );
}
Example #10
0
void BemGame::MoveParticles()
{
//	const GlFixed g = -0.003;
	const int alphaDelta = 3;

	GlFixed half;
	half.v = GlFixed_1 / 2;

//	GlFixed oldz;
	
	Particle* particle;
	GlCircleListIterator<Particle> it( particleList );

	for( it.Begin(); !it.Done(); it.Next() )
	{
		particle = &it.Current();

		particle->x += particle->vx;
		particle->y += particle->vy;

// 		oldz = particle->z;
		particle->z += particle->vz;
//  		particle->vz += g;

		GlFixed mapx = particle->x + half;
		GlFixed mapy = particle->y + half;
		int tx = mapx.ToInt();
		int ty = mapy.ToInt();

		// Check for gizmo hit:
		if ( GetMap( tx, MAPY - 1 - ty ) == GIZMO )
		{	
			engine->Tree()->DeleteNode( particle->sprite );
			it.Remove();
			it.Prev();
			continue;
		}

		int sx, sy;
		isoMath->TileToScreen( particle->x, particle->y, particle->z,
							   &sx, &sy );

		particle->sprite->SetPos( sx, sy );

		GlFixed x, y, z;
		isoMath->TileToWorld(	particle->x, particle->y, particle->z,
								&x, &y, &z );
		particle->sprite->SetZDepth( -z.v );

		KrColorTransform color;
		color = particle->sprite->CTransform();
		
		// Get rid of off screen:
		if (  color.Alpha() <= alphaDelta
			 || sx < 0 || sy < 0 
		     || sx > engine->FullScreenBounds().max.x
			 || sy > engine->FullScreenBounds().max.y )
		{
			engine->Tree()->DeleteNode( particle->sprite );
			it.Remove();
			it.Prev();
			continue;
		}
		color.SetAlpha( color.Alpha() - alphaDelta );
		particle->sprite->SetColor( color );
	}
}
Example #11
0
void BemGame::DrawFrame()
{
	AddText( engine );
	int i;

	// The whole demo works because it takes exactly 12 ticks for a 
	// Drone or Brain to walk one tile. So every 12 subticks
	// we calculate a new direction for the actor.
	subtick++;
	tick++;
	teleFrame++;

	if ( subtick == SUBTICK )
	{
		subtick = 0;
		for ( i=0; i<numActors; i++ )
		{
			ProcessMap( &actor[i] );
		}
	}

	// calculate the tinting, from map 4.5,4.5
 	float rad = float( tick ) / 45.0;
 	float fred   = fabs( sin( rad*1.5 ) ) * 0.5;
 	float fgreen = fabs( sin( rad*2.5 ) ) * 0.5;
 	float fblue  = fabs( sin( rad*3.5 ) ) * 0.5;
 	float falpha = fabs( sin( rad ) ) * 0.3;
	
	KrColorTransform gizmoColor;
	gizmoColor.TintRed(   U8( fred * 255.0 ));
	gizmoColor.TintGreen( U8( fgreen * 255.0 ));
	gizmoColor.TintBlue(  U8( fblue * 255.0 ));
	gizmoColor.TintAlpha( U8( falpha * 255.0 ));
	gizmo->SetColor( gizmoColor );

	// update all the actors.
	for( i=0; i<numActors; i++ )
	{
		KrColorTransform actorColor;
		float d = DistanceFromCenter( &actor[i] );
		if ( d < 3.0 )
		{
			float fraction = 1.0 - d / 3.0;
			actorColor.TintRed(   U8( fred * 255.0 * fraction ));
			actorColor.TintGreen( U8( fgreen * 255.0 * fraction ));
			actorColor.TintBlue(  U8( fblue * 255.0 * fraction ));
			actorColor.TintAlpha( U8( falpha * 255.0 * fraction ));
		}
		actor[i].sprite->SetColor( actorColor );

		actor[i].sprite->DoStep();

		// In order to sort with the particles, sort with
		// the world Y.
		GlFixed wx, wy, wz, tx, ty;

		isoMath->ScreenToFlatTile(	actor[i].sprite->X(), 
									actor[i].sprite->Y(),
									0, &tx, &ty );
		isoMath->TileToWorld( tx, ty, 0, &wx, &wy, &wz );
		actor[i].sprite->SetZDepth( -wy.v );
	}

	// The teleport in and out special effect. Done "by hand"
	// counting frames with a switch. Looks cool and tests
	// the visibility stuff.
	if ( teleFrame > 9 && numActors > 0 )
	{
		KrColorTransform cform;

		switch ( teleFrame )
		{
			case 10:
				teleSprite = actor[ random.Rand( numActors ) ].sprite;
				cform.Brighten( 128 );
				break;

			case 11:
				cform.Brighten( 200 );
				cform.SetAlpha( 220 );
				break;

			case 12:
			case 13:
				cform.Brighten( 255 );
				cform.SetAlpha( 200 );
				break;

			case 14:
				{
					GlFixed x, y;
					isoMath->ScreenToFlatTile(	teleSprite->X(),
												teleSprite->Y(),
												0, &x, &y );
					AddParticles( x, y );
					teleSprite->SetVisible( false );
				}
				break;

			case 35:
			case 36:
			case 37:
			case 38:
			case 39:
			case 40:
				teleSprite->SetVisible( true );
				cform.TintBlue( 240 - 30 * ( teleFrame - 35 ) );
				cform.SetAlpha( 100 + 20 * ( teleFrame - 35 ) );
				break;
				
			case 41:
				teleFrame = 0;
				break;

			default:
				break;
		}
		teleSprite->SetColor( cform );
	}

	MoveParticles();

	// Since the map coordinates only change if the subtick rolled
	// over, we only change the mini map every 12 frames.
	if ( subtick == 0 )
		DrawMiniMap();

	if ( UseWindows() )
		ProcessRightWindow();

	engine->Draw();
}
Example #12
0
KrColorTransform KrScheme::CalcDark() const
{
	KrColorTransform dark;
	dark.Darken( DARK );
	return dark;	
}
Example #13
0
KrColorTransform KrScheme::CalcHiPrimary() const
{
	KrColorTransform light;
	light.Brighten( BRIGHT );
	return light;
}
Example #14
0
TileTest::TileTest( SDL_Surface* _screen )
{
	drawn = false;
	screen = _screen;
	engine = new KrEngine( screen );
	//GLOUTPUT( "TileTest::TileTest\n" );
	engine->Validate();	// check validity

	int i, j;

	// Classes to hold other objects:
	engine->Vault()->LoadDatFile( "standardtest.dat" );

	KrTileResource* noAlphaRes = engine->Vault()->GetTileResource( "NOALPHA" );
	KrTileResource* alphaRes = engine->Vault()->GetTileResource( "ALPHA" );
	GLASSERT( noAlphaRes && alphaRes );

	// Transforms:
	KrColorTransform alphaCForm;
	alphaCForm.SetAlpha( 255 * 70 / 100 );

	KrColorTransform redCForm;
	redCForm.SetRed( 255 * 50 / 100, 127 );

	KrColorTransform blueCForm;
	blueCForm.SetBlue( 255 * 50 / 100, 127 );

	KrColorTransform greenAlphaCForm;
	greenAlphaCForm.SetGreen( 255 * 50 / 100, 127 );
	greenAlphaCForm.SetAlpha( 255 * 70 / 100 );

	KrColorTransform blueAlphaCForm;
	blueAlphaCForm.SetBlue( 255 * 50 / 100, 127 );
	blueAlphaCForm.SetAlpha( 255 * 70 / 100 );

	// Containers:
	KrImNode* c0 = new KrImNode;	// background
	KrImNode* c1 = new KrImNode;	// tiles
 	KrImNode* c2 = new KrImNode;	// canvas

	engine->Tree()->AddNode( 0, c0 );
	engine->Tree()->AddNode( c0, c1 );
	engine->Tree()->AddNode( c0, c2 );

	c1->SetPos(   0,   0 );
	c2->SetPos(	420,   0 );
	c1->SetZDepth( 1 );
	c2->SetZDepth( 1 );

	// ---------- Background ----------- //
	KrSpriteResource* backSpriteRes = engine->Vault()->GetSpriteResource( "BACKGROUND" );
	GLASSERT( backSpriteRes );
	KrAction* action = backSpriteRes->GetActionByIndex( 0 );
	GLASSERT( action );
	const KrRle& rle = action->Frame( 0 );

	for ( i=0; i <= (screen->w) / rle.Width(); i++ )
	{
		for ( j=0; j <= (screen->h) / rle.Height(); j++ )
		{
			KrSprite* sprite = new KrSprite( backSpriteRes );
			sprite->SetPos( i*rle.Width(), j*rle.Height() );
			GLASSERT( sprite );
			engine->Tree()->AddNode( c0, sprite );
		}
	}

	// ---------- The "no alpha" tile.
	// no transform:
	for ( i=0; i<8; i++ )
	{
		noAlpha[i][0] = new KrTile( noAlphaRes );
		noAlpha[i][0]->SetPos( i*noAlpha[i][0]->Size(), 0 );
		noAlpha[i][0]->SetRotation( i );
		GLASSERT( noAlpha );
		engine->Tree()->AddNode( c1, noAlpha[i][0] );
	}

	// alpha:
	for ( i=0; i<8; i++ )
	{
		noAlpha[i][1] = new KrTile( noAlphaRes );
		noAlpha[i][1]->SetColor( alphaCForm );
		noAlpha[i][1]->SetPos( i*noAlpha[i][1]->Size(), 1*noAlpha[i][1]->Size() );
		noAlpha[i][1]->SetRotation( i );
		GLASSERT( noAlpha[i][1] );
		engine->Tree()->AddNode( c1, noAlpha[i][1] );
	}

	// red:
	for ( i=0; i<8; i++ )
	{
		noAlpha[i][2] = new KrTile( noAlphaRes );
		noAlpha[i][2]->SetColor( redCForm );
		noAlpha[i][2]->SetPos( i*noAlpha[i][2]->Size(), 2*noAlpha[i][2]->Size() );
		noAlpha[i][2]->SetRotation( i );
		GLASSERT( noAlpha[i][2] );
		engine->Tree()->AddNode( c1, noAlpha[i][2] );
	}

	// combination:
	for ( i=0; i<8; i++ )
	{
		noAlpha[i][3] = new KrTile( noAlphaRes );
		noAlpha[i][3]->SetColor( blueAlphaCForm );
		noAlpha[i][3]->SetPos( i*noAlpha[i][3]->Size(), 3*noAlpha[i][3]->Size() );
		noAlpha[i][3]->SetRotation( i );
		GLASSERT( noAlpha );
		engine->Tree()->AddNode( c1, noAlpha[i][3] );
	}

	// ---------- The "alpha" tile.
	// no transform:
	for ( i=0; i<8; i++ )
	{
// 		i=6;
		alpha[i][0] = new KrTile( alphaRes );
		alpha[i][0]->SetPos( i*alpha[i][0]->Size(), 4*alpha[i][0]->Size() );
		alpha[i][0]->SetRotation( i );
		GLASSERT( alpha[i][0] );
		engine->Tree()->AddNode( c1, alpha[i][0] );
	}

	// alpha:
	for ( i=0; i<8; i++ )
	{
		alpha[i][1] = new KrTile( alphaRes );
		alpha[i][1]->SetColor( alphaCForm );
		alpha[i][1]->SetPos( i*alpha[i][1]->Size(), 5*alpha[i][1]->Size() );
		alpha[i][1]->SetRotation( i );
		GLASSERT( alpha[i][1] );
		engine->Tree()->AddNode( c1, alpha[i][1] );
	}

	// red:
	for ( i=0; i<8; i++ )
	{
		alpha[i][2] = new KrTile( alphaRes );
		alpha[i][2]->SetColor( redCForm );
		alpha[i][2]->SetPos( i*alpha[i][2]->Size(), 6*alpha[i][2]->Size() );
		alpha[i][2]->SetRotation( i );
		GLASSERT( alpha[i][2] );
		engine->Tree()->AddNode( c1, alpha[i][2] );
	}

	// combination:
	for ( i=0; i<8; i++ )
	{
		alpha[i][3] = new KrTile( alphaRes );
		alpha[i][3]->SetColor( blueAlphaCForm );
		alpha[i][3]->SetPos( i*alpha[i][3]->Size(), 7*alpha[i][3]->Size() );
		alpha[i][3]->SetRotation( i );
		GLASSERT( alpha[i][3] );
		engine->Tree()->AddNode( c1, alpha[i][3] );
	}

	// ----------- A canvas ----------------- //
	KrCanvasResource* canvasResource = new KrCanvasResource( "mycanvas",
															 50, 50,
															 true );
	engine->Vault()->AddResource( canvasResource );
	KrRGBA* pixels = canvasResource->Pixels();
	KrRGBA color;
	for( i=0; i<canvasResource->Width(); i++ )
	{
		for( j=0; j<canvasResource->Height(); j++ )
		{
			color.c.red = i*4 + 50;
			color.c.green = j*4 + 50;
			color.c.blue = 0;
			color.c.alpha = 255 - i;
			pixels[ j*canvasResource->Width() + i ] = color;
		}
		// Put in a diagonal line:
		color.Set( 0, 0, 255 );
		pixels[ i*canvasResource->Width() + i ] = color;
	}

	const int NUMCANVASDIV2 = NUMCANVAS / 2;
	for ( i=0; i<NUMCANVASDIV2; i++ )
	{
		GlFixed sx;
		GlFixed sy;

		// The left canvas:
		canvas[i*2] = new KrCanvas( canvasResource );

		engine->Tree()->AddNode( c2, canvas[i*2] );
		canvas[i*2]->SetPos( 0, i * canvas[i*2]->Height() * 3 / 2 );
		sx.v = GlFixed_1 * (i+1) / 3;
		sy.v = GlFixed_1 * (i+1) / 3;

		canvas[i*2]->SetScale( sx, sy );

		// The right canvas:
		canvas[i*2+1] = new KrCanvas( canvasResource );
		engine->Tree()->AddNode( c2, canvas[i*2+1] );

		canvas[i*2+1]->SetPos( 100, i * canvas[i*2+1]->Height() * 3 / 2 );
		sx.v = GlFixed_1 * (NUMCANVASDIV2 + 1 - i) / 3;
		sy.v = GlFixed_1 * (i+1) / 3;

		canvas[i*2+1]->SetScale( sx, sy );
	}
}