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Merge branch 'skybox-hotfix' into 'next'
Skybox hotfix This branch fixes how, for a skybox with both a centerpoint and viewpoint, the first person view code did not take the centerpoint's angle into account. So when the centerpoint's angle is NOT 0 (or a multiple of 360), this results in the skybox "moving the wrong way" when you're viewing the skybox this way and moving about. ...yeah sorry guys, I commited to a copy of next again, whoops. Cherry-pick the relevant commit into master if this works out fine - after all, this shouldn't affect netgames I think (it's purely about rendering after all) See merge request !56
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commit
5a6f538618
1 changed files with 32 additions and 4 deletions
36
src/r_main.c
36
src/r_main.c
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@ -971,14 +971,42 @@ void R_SkyboxFrame(player_t *player)
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{
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if (skyboxmo[1])
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{
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fixed_t x = 0, y = 0;
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if (mh->skybox_scalex > 0)
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viewx += (player->mo->x - skyboxmo[1]->x) / mh->skybox_scalex;
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x = (player->mo->x - skyboxmo[1]->x) / mh->skybox_scalex;
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else if (mh->skybox_scalex < 0)
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viewx += (player->mo->x - skyboxmo[1]->x) * -mh->skybox_scalex;
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x = (player->mo->x - skyboxmo[1]->x) * -mh->skybox_scalex;
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if (mh->skybox_scaley > 0)
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viewy += (player->mo->y - skyboxmo[1]->y) / mh->skybox_scaley;
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y = (player->mo->y - skyboxmo[1]->y) / mh->skybox_scaley;
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else if (mh->skybox_scaley < 0)
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viewy += (player->mo->y - skyboxmo[1]->y) * -mh->skybox_scaley;
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y = (player->mo->y - skyboxmo[1]->y) * -mh->skybox_scaley;
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if (viewmobj->angle == 0)
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{
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viewx += x;
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viewy += y;
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}
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else if (viewmobj->angle == ANGLE_90)
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{
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viewx -= y;
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viewy += x;
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}
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else if (viewmobj->angle == ANGLE_180)
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{
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viewx -= x;
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viewy -= y;
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}
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else if (viewmobj->angle == ANGLE_270)
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{
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viewx += y;
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viewy -= x;
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}
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else
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{
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angle_t ang = viewmobj->angle>>ANGLETOFINESHIFT;
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viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
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viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
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}
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}
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if (mh->skybox_scalez > 0)
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viewz += player->viewz / mh->skybox_scalez;
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