Fix wrapping and scaling issue for the U texture coordinate for sprites

This commit is contained in:
Magnus Norddahl 2016-11-01 22:58:53 +01:00 committed by Christoph Oelckers
parent f8641c0ffb
commit b04118032e
1 changed files with 3 additions and 4 deletions

View File

@ -954,15 +954,14 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
return;
tx += tex->GetWidth() * thingxscalemul;
double dtx2 = tx * xscale;
x2 = centerx + xs_RoundToInt(dtx2);
x2 = centerx + xs_RoundToInt(tx * xscale);
// off the left side or too small?
if ((x2 < WindowLeft || x2 <= x1))
return;
xscale = spriteScale.X * xscale / tex->Scale.X;
iscale = (fixed_t)(tex->GetWidth() / (dtx2 - dtx1) * FRACUNIT);
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
double yscale = spriteScale.Y / tex->Scale.Y;
@ -990,7 +989,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->xiscale = iscale;
}
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx - dtx1 + 0.5 * thingxscalemul));
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
}
else
{