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- implemented pixelratio for the classic software renderer
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2 changed files with 5 additions and 3 deletions
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@ -253,7 +253,7 @@ namespace swrenderer
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auto viewport = Thread->Viewport.get();
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double pspritexscale = viewport->viewwindow.centerxwide / 160.0;
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double pspriteyscale = pspritexscale * viewport->YaspectMul;
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double pspriteyscale = pspritexscale * viewport->BaseYaspectMul;
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double pspritexiscale = 1 / pspritexscale;
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int tleft = tex->GetScaledLeftOffset();
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@ -98,12 +98,14 @@ namespace swrenderer
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virtwidth = virtwidth * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
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}
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double ypixelstretch = (level.info) ? level.info->pixelstretch : 1.2;
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BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
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YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth);
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YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth) * ypixelstretch / 1.2;
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IYaspectMul = (double)virtwidth * r_Yaspect / 320.0 / virtheight;
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InvZtoScale = YaspectMul * CenterX;
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WallTMapScale2 = IYaspectMul / CenterX;
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WallTMapScale2 = IYaspectMul / CenterX * 1.2 / ypixelstretch;
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// thing clipping
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fillshort(screenheightarray, viewwidth, (short)viewheight);
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