- fixed size of particles in the hardware renderer.

From the look of it the scale was changed in the software renderer several years back but the hardware renderer never got adjusted for it.
This also adds a bit of compensation to round particles so that they get rendered a bit larger than square ones.
This commit is contained in:
Christoph Oelckers 2017-05-21 12:36:34 +02:00
parent be2cfddb17
commit fc0855fac7

View file

@ -1185,10 +1185,11 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
y = particle->Pos.Y;
z = particle->Pos.Z;
float scalefac=particle->size/4.0f;
// [BB] The smooth particles are smaller than the other ones. Compensate for this here.
if (gl_particles_style==2)
scalefac *= 1.7;
float factor;
if (gl_particles_style == 1) factor = 1.3f / 7.f;
else if (gl_particles_style == 2) factor = 2.5f / 7.f;
else factor = 1 / 7.f;
float scalefac=particle->size * factor;
float viewvecX = GLRenderer->mViewVector.X;
float viewvecY = GLRenderer->mViewVector.Y;