Detail props/Aspect ratio fix for multiplayer

https://developer.valvesoftware.com/wiki/Detail_props/Aspect_ratio_fix
This commit is contained in:
VXP 2016-09-08 02:23:04 +03:00
parent 162827b8f0
commit ec3abfa601

View file

@ -1471,25 +1471,6 @@ void CDetailObjectSystem::LevelInitPreEntity()
}
}
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
// There are detail objects in the level, so precache the material
PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = (float)( pMat->GetMappingWidth() ) / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
int detailPropLightingLump;
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
@ -1512,13 +1493,30 @@ void CDetailObjectSystem::LevelInitPreEntity()
void CDetailObjectSystem::LevelInitPostEntity()
{
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
PrecacheMaterial( pDetailSpriteMaterial );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
if ( GetDetailController() )
{