Scale HUD a bit smaller

a bit less intrusive and the automap is easier to look at
This commit is contained in:
Simon 2020-03-31 23:26:05 +01:00
parent 6967288af0
commit 21b9849cab
3 changed files with 9 additions and 4 deletions

View file

@ -175,9 +175,9 @@ namespace s3d
const float aspect = SCREENWIDTH / float(SCREENHEIGHT);
new_projection.translate(0.0, 0.0, 1.0);
new_projection.scale(
-0.5,
0.5,
-0.5);
-0.3,
0.3,
-0.3);
// ndc coordinates from pixel coordinates
new_projection.translate(-1.0, 1.0, 0);

View file

@ -60,6 +60,8 @@
#include <math.h>
#include <float.h>
#include <QzDoom/VrCommon.h>
#ifdef _MSC_VER
#include <malloc.h> // for alloca()
#endif
@ -3805,6 +3807,9 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
AnnounceGameStart();
}
//Trigger a Yaw recalc in the QuestZDoom code to avoid moving in the wrong direction
resetDoomYaw = true;
// This check was previously done at run time each time the heightsec was checked.
// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
for (auto &s : level.sectors)

View file

@ -175,7 +175,7 @@ DFrameBuffer *screen;
CVAR (Int, vid_defwidth, 1280, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defheight, 1280, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, vid_fps, true, 0)
CVAR (Bool, vid_fps, false, 0)
CVAR (Bool, ticker, false, 0)
CVAR (Int, vid_showpalette, 0, 0)