Stereo Separation now working..

This commit is contained in:
Simon 2020-03-09 23:59:38 +00:00
parent f983f1378d
commit 194865deb4
11 changed files with 155 additions and 152 deletions

24
.gitignore vendored
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@ -40,32 +40,12 @@ Projects/Android/.externalNativeBuild/ndkBuild/release/armeabi-v7a/ndkBuild_buil
*.bin
Projects/Android/.gradle/4.4/fileHashes/fileHashes.lock
*.ser
Projects/Android/.idea/codeStyles/Project.xml
Projects/Android/.idea/*
Projects/Android/.externalNativeBuild/ndkBuild/debug/armeabi-v7a/ndkBuild_build_command.txt
Projects/Android/.externalNativeBuild/ndkBuild/release/armeabi-v7a/ndkBuild_build_command.txt
Projects/Android/.externalNativeBuild/ndkBuild/debug/armeabi-v7a/ndkBuild_build_output.txt
Projects/Android/.externalNativeBuild/ndkBuild/release/arm64-v8a/ndkBuild_build_output.txt
Projects/Android/.idea/libraries/Gradle__android_android_21.xml
Projects/Android/.idea/gradle.xml
Projects/Android/.idea/modules.xml
Projects/Android/.idea/misc.xml
Projects/Android/.idea/workspace.xml
Projects/Android/jni/src/gl4es/spec/xml/glxext.xml
Projects/Android/jni/src/gl4es/spec/xml/wgl.xml
Projects/Android/jni/src/gl4es/spec/xml/egl.xml
Projects/Android/jni/src/gl4es/spec/xml/opengl.xml
Projects/Android/jni/src/gl4es/spec/xml/gles-2.0.xml
Projects/Android/.idea/vcs.xml
Projects/Android/jni/src/gl4es/spec/xml/glx.xml
Projects/Android/.idea/runConfigurations.xml
Projects/Android/.gradle/4.6/fileHashes/fileHashes.lock
Projects/Android/Android.iml
Projects/Android/.gradle/vcsWorkingDirs/gc.properties
Projects/Android/.idea/libraries/Gradle__com_android_support_support_annotations_24_2_0_jar.xml
Projects/Android/.idea/libraries/Gradle__com_android_support_support_compat_24_2_0_aar.xml
Projects/Android/.idea/encodings.xml
Projects/Android/.idea/libraries/Gradle__com_android_support_support_core_utils_24_2_0_aar.xml
Projects/Android/.idea/libraries/Gradle__android_android_24.xml
Projects/Android/.idea/libraries/Gradle__com_android_support_support_compat_24_2_0.xml
Projects/Android/.idea/libraries/Gradle__com_android_support_support_core_utils_24_2_0.xml
Projects/Android/.gradle/*
Projects/Android/Android.iml

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@ -57,7 +57,6 @@ bool weaponStabilised;
float vr_weapon_pitchadjust;
bool vr_walkdirection;
float vr_snapturn_angle;
float doomYawDegrees;
vec3_t offhandangles;
vec3_t offhandoffset;
int ducked;
@ -880,6 +879,11 @@ void getVROrigins(vec3_t _weaponoffset, vec3_t _weaponangles, vec3_t _hmdPositio
void VR_DoomMain(int argc, char** argv);
float VR_GetRawYaw()
{
return snapTurn;
}
void VR_GetMove( float *joy_forward, float *joy_side, float *hmd_forward, float *hmd_side, float *up, float *yaw, float *pitch, float *roll )
{
*joy_forward = remote_movementForward;

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@ -49,7 +49,6 @@ extern bool weaponStabilised;
extern float vr_weapon_pitchadjust;
extern bool vr_walkdirection;
extern float vr_snapturn_angle;
extern float doomYawDegrees;
extern vec3_t offhandangles;
@ -77,6 +76,10 @@ bool useScreenLayer();
void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key);
void Android_GetScreenRes(uint32_t *width, uint32_t *height);
void C_DoCommandC (const char *cmd);
float VR_GetRawYaw();
void setUseScreenLayer(bool use);
void processHaptics();

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@ -22,7 +22,6 @@ void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteSta
Joy_GenerateButtonEvents(prevTrackedRemoteState->Buttons & button ? 1 : 0, trackedRemoteState->Buttons & button ? 1 : 0, 1, key);
}
static void Matrix4x4_Transform (const matrix4x4 *in, const float v[3], float out[3])
{
out[0] = v[0] * (*in)[0][0] + v[1] * (*in)[0][1] + v[2] * (*in)[0][2] + (*in)[0][3];

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@ -57,13 +57,6 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
}
else
{
//Dominant Grip works like a shift key
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
dominantGripPushed = true;
}
float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
@ -94,7 +87,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
{
vec2_t v;
// rotateAboutOrigin(-weaponoffset[0], weaponoffset[2], (doomYawDegrees - hmdorientation[YAW]), v);
rotateAboutOrigin(-weaponoffset[0], weaponoffset[2], VR_GetRawYaw(), v);
weaponoffset[0] = v[0];
weaponoffset[2] = v[1];
}
@ -102,8 +95,8 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust, weaponangles);
weaponangles[YAW] += (doomYawDegrees - hmdorientation[YAW]);
weaponangles[ROLL] *= -1.0f;
weaponangles[YAW] -= VR_GetRawYaw();
//weaponangles[ROLL] *= -1.0f;
if (weaponStabilised)
@ -114,12 +107,13 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(weaponangles, -degrees(atanf(y / zxDist)), (doomYawDegrees - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ROLL]);
VectorSet(weaponangles, -degrees(atanf(y / zxDist)), VR_GetRawYaw() - degrees(atan2f(x, -z)), weaponangles[ROLL]);
}
}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
@ -127,24 +121,23 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
vec2_t v;
rotateAboutOrigin(-offhandoffset[0], offhandoffset[2], (doomYawDegrees - hmdorientation[YAW]), v);
rotateAboutOrigin(-offhandoffset[0], offhandoffset[2], VR_GetRawYaw(), v);
offhandoffset[0] = v[0];
offhandoffset[2] = v[1];
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 15.0f, offhandangles);
offhandangles[YAW] += (doomYawDegrees - hmdorientation[YAW]);
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 0.0f, offhandangles);
offhandangles[YAW] -= VR_GetRawYaw();
if (vr_walkdirection == 0) {
controllerYawHeading = offhandangles[YAW] - hmdorientation[YAW];
controllerYawHeading = offhandangles[YAW];
}
else
{
controllerYawHeading = 0.0f;//-cl.viewangles[YAW];
controllerYawHeading = 0.0f;
}
}
//Right-hand specific stuff
//Dominant-hand specific stuff
{
ALOGV(" Right-Controller-Position: %f, %f, %f",
pDominantTracking->HeadPose.Pose.Position.x,
@ -157,63 +150,16 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
vec2_t v;
rotateAboutOrigin(-positionDeltaThisFrame[0] * vr_positional_factor,
positionDeltaThisFrame[2] * vr_positional_factor, hmdorientation[YAW], v);
positionDeltaThisFrame[2] * vr_positional_factor, -(VR_GetRawYaw() + hmdorientation[YAW]), v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
//Jump (B Button)
handleTrackedControllerButton(pDominantTrackedRemoteNew,
pDominantTrackedRemoteOld, domButton2, KEY_SPACE);
//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
{
//Fire Primary
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
}
}
//Duck with A
if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
(pDominantTrackedRemoteOld->Buttons & domButton1) &&
ducked != DUCK_CROUCHED) {
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
//Trigger Duck
}
//Weapon/Inventory Chooser
static bool itemSwitched = false;
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
{
}
else
{
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
//Left-hand specific stuff
//Off-hand specific stuff
{
ALOGV(" Left-Controller-Position: %f, %f, %f",
pOffTracking->HeadPose.Pose.Position.x,
@ -245,32 +191,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
remote_movementSideways,
remote_movementForward);
//show help computer while X/A pressed
if ((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) {
//Help Computer
}
//Use (Action)
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)
&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
//Run
// handleTrackedControllerButton(pOffTrackedRemoteNew,
// pOffTrackedRemoteOld,
// ovrButton_Trigger, K_SHIFT);
// Turning logic
static int increaseSnap = true;
if (pDominantTrackedRemoteNew->Joystick.x > 0.6f)
{
@ -312,6 +233,111 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
decreaseSnap = true;
}
}
//Now handle all the buttons
{
//Dominant Grip works like a shift key
bool dominantGripPushedOld = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0;
bool dominantGripPushedNew = (pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0;
//Weapon Chooser
static bool itemSwitched = false;
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
{
C_DoCommandC("nextweap");
}
else
{
C_DoCommandC("prevweap");
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
//Dominant Hand - Primary keys (no grip pushed)
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_RTRIGGER);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && !dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_A);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && !dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_B);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_MWHEELDOWN);
//Dominant Hand - Secondary keys (grip pushed)
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_RSHOULDER);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_RSHIFT);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_RCTRL);
Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0,
((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_ENTER);
//Off Hand - Primary keys (no grip pushed)
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_LTRIGGER);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && !dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_X);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && !dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_Y);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
1, KEY_SPACE);
//Off Hand - Secondary keys (grip pushed)
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_PAD_LSHOULDER);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_LSHIFT);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_LCTRL);
Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0,
((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0,
1, KEY_DEL);
}
}
//Save state

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@ -557,6 +557,11 @@ void ResetButtonStates ()
}
}
void C_DoCommandC (const char *cmd)
{
C_DoCommand(cmd, 0);
}
void C_DoCommand (const char *cmd, int keynum)
{
FConsoleCommand *com;

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@ -84,6 +84,7 @@ void C_ClearDelayedCommands();
// Process a single console command. Does not handle wait.
void C_DoCommand (const char *cmd, int keynum=0);
extern "C" void C_DoCommandC (const char *cmd); // Added for C code to call
FExecList *C_ParseExecFile(const char *file, FExecList *source);
void C_SearchForPullins(FExecList *exec, const char *file, class FCommandLine &args);

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@ -110,38 +110,28 @@ namespace s3d
/* virtual */
void OculusQuestEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
{
doomYawDegrees = yaw;
outViewShift[0] = outViewShift[1] = outViewShift[2] = 0;
// Pitch and Roll are identical between OpenVR and Doom worlds.
// But yaw can differ, depending on starting state, and controller movement.
float doomYawDegrees = yaw;
float vrYawDegrees = hmdorientation[YAW];
deltaYawDegrees = doomYawDegrees - vrYawDegrees;
while (deltaYawDegrees > 180)
deltaYawDegrees -= 360;
while (deltaYawDegrees < -180)
deltaYawDegrees += 360;
float doomYawDegrees = VR_GetRawYaw() + hmdorientation[YAW];
while (doomYawDegrees > 180)
doomYawDegrees -= 360;
while (doomYawDegrees < -180)
doomYawDegrees += 360;
VSMatrix shiftMat;
shiftMat.loadIdentity();
shiftMat.rotate(GLRenderer->mAngles.Roll.Degrees, 0, 0, 1);
shiftMat.rotate(GLRenderer->mAngles.Roll.Degrees, 0, 1, 0);
shiftMat.rotate(GLRenderer->mAngles.Pitch.Degrees, 1, 0, 0);
shiftMat.rotate(deltaYawDegrees, 0, 1, 0);
shiftMat.rotate(-doomYawDegrees, 0, 0, 1);
double pixelstretch = level.info ? level.info->pixelstretch : 1.2;
shiftMat.scale(pixelstretch, pixelstretch, 1.0);
// permute axes
float permute[] = { // Convert from OpenVR to Doom axis convention, including mirror inversion
-1, 0, 0, 0, // X-right in VR -> X-left in Doom
0, 0, 1, 0, // Z-backward in VR -> Y-backward in Doom
0, 1, 0, 0, // Y-up in VR -> Z-up in Doom
0, 0, 0, 1};
shiftMat.multMatrix(permute);
shiftMat.scale(1.0, pixelstretch, 1.0);
double mult = eye == 0 ? -1.0 : 1.0;
double mult = eye == 0 ? 1.0 : -1.0;
LSVec3 vec((vr_ipd * 0.5) * vr_vunits_per_meter * mult, 0, 0);
LSVec3 vec(0, (vr_ipd * 0.5) * vr_vunits_per_meter * mult, 0);
LSMatrix44 mat(shiftMat);
LSVec3 eyeOffset = mat * vec;
@ -423,7 +413,6 @@ namespace s3d
vr_weapon_pitchadjust = vr_weaponRotate;
vr_snapturn_angle = vr_snapTurn;
vr_walkdirection = !vr_moveFollowsOffHand;
doomYawDegrees = GLRenderer->mAngles.Yaw.Degrees;
getTrackedRemotesOrientation(vr_control_scheme);
player_t* player = r_viewpoint.camera ? r_viewpoint.camera->player : nullptr;

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@ -222,14 +222,11 @@ extern int camtexcount;
void OpenGLFrameBuffer::Swap()
{
glFinish();
/* bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
Finish.Reset();
Finish.Clock();
#ifndef __MOBILE__
if (swapbefore) glFinish();
#endif
#ifdef USE_GL_HW_BUFFERS
GLRenderer->GPUDropSync();
@ -237,18 +234,14 @@ void OpenGLFrameBuffer::Swap()
SwapBuffers();
#ifndef __MOBILE__
if (!swapbefore) glFinish();
#endif
#ifdef __MOBILE__
gl_RenderState.SetVertexBuffer(NULL);
#endif
Finish.Unclock();
camtexcount = 0;
FHardwareTexture::UnbindAll();
mDebug->Update();
*/
}
//==========================================================================

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@ -310,6 +310,7 @@ void NoSDLGLFB::NewRefreshRate ()
void NoSDLGLFB::SwapBuffers()
{
//No swapping required
}
int NoSDLGLFB::GetClientWidth()

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@ -878,13 +878,15 @@ void DFrameBuffer::DrawRateStuff ()
char fpsbuff[40];
int chars;
int rate_x;
int rate_y;
int textScale = active_con_scale();
chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2" PRIu64 " ms (%3" PRIu64 " fps)", howlong, LastCount);
rate_x = Width / textScale - ConFont->StringWidth(&fpsbuff[0]);
Clear (rate_x * textScale, 0, Width, ConFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
rate_x = (int)(Width/2.0) - (ConFont->StringWidth(&fpsbuff[0]) * textScale / 2.0);
rate_y = (int)((Height/2.0));
//Clear (rate_x, rate_y, ConFont->StringWidth(&fpsbuff[0]) * textScale, ConFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
DrawText (ConFont, CR_WHITE, rate_x, rate_y, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);