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- For compatibility with the software renderer, D3DFB::DrawTextureV needs to
truncate the coordinates to integers before sending them to the hardware. Otherwise, there can be one pixel gaps compared to the software renderer, because the hardware is rounding to nearest but the software renderer is simply truncating the fractional part of the coordinate. This is the real cause of the gap above the status bar at 1152x864 (and another gap to the left of the status bar at 800x500). - Fixed: When D3DFB::DrawTextureV had to clip a tile, it adjusted the texture coordinates erroneously, still using the old calculations from before texture packing was implemented. SVN r695 (trunk)
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4 changed files with 640 additions and 629 deletions
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@ -1,4 +1,14 @@
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January 11, 2008
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- For compatibility with the software renderer, D3DFB::DrawTextureV needs to
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truncate the coordinates to integers before sending them to the hardware.
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Otherwise, there can be one pixel gaps compared to the software renderer,
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because the hardware is rounding to nearest but the software renderer is
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simply truncating the fractional part of the coordinate. This is the real
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cause of the gap at the top of the status bar at 1152x864 (and another gap
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to the left of the status bar at 800x500).
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- Fixed: When D3DFB::DrawTextureV had to clip a tile, it adjusted the
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texture coordinates erroneously, still using the old calculations from
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before texture packing was implemented.
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- Moved thingdef_codeptr.cpp into thingdef/ with the other thingdef files.
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January 11, 2008 (Changes by Graf Zahl)
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@ -213,9 +213,6 @@ void FBaseStatusBar::SetScaled (bool scale)
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::ST_Y = Scale(ST_Y - 100, SCREENHEIGHT*3, BaseRatioSizes[4][1]) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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}
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// If this is odd, add one to make it even and close the gap between the
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// status bar and the rest of the screen
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::ST_Y += (::ST_Y & 1);
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Displacement = 0;
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}
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::ST_X = ST_X;
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@ -2160,8 +2160,8 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
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float v0 = tex->Box->Top;
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float u1 = tex->Box->Right;
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float v1 = tex->Box->Bottom;
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float uscale = 1.f / (parms.texwidth / u1);
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float vscale = 1.f / (parms.texheight / v1) / yscale;
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float uscale = 1.f / tex->Box->Owner->Width;
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float vscale = 1.f / tex->Box->Owner->Height / yscale;
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if (y0 < parms.uclip)
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{
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@ -2210,10 +2210,14 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
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}
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float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
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x0 -= 0.5f;
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y0 -= yoffs;
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x1 -= 0.5f;
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y1 -= yoffs;
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// Coordinates are truncated to integers, because that's effectively
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// what the software renderer does. The hardware will instead round
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// to nearest, it seems.
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x0 = floorf(x0) - 0.5f;
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y0 = floorf(y0) - yoffs;
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x1 = floorf(x1) - 0.5f;
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y1 = floorf(y1) - yoffs;
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FBVERTEX *vert = &VertexData[VertexPos];
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1240
zdoom.vcproj
1240
zdoom.vcproj
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