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- stretch billboarding sprites properly according to the level's aspect ratio
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1 changed files with 8 additions and 2 deletions
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@ -421,10 +421,15 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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// [Nash] check for special sprite drawing modes
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || isWallSprite)
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if (drawWithXYBillboard || isWallSprite)
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{
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{
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float pixelstretch = 1.2;
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if (actor && actor->Level)
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pixelstretch = actor->Level->pixelstretch;
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else if (particle && particle->subsector && particle->subsector->sector && particle->subsector->sector->Level)
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pixelstretch = particle->subsector->sector->Level->pixelstretch;
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mat.MakeIdentity();
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mat.MakeIdentity();
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mat.Translate(center.X, center.Z, center.Y); // move to sprite center
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mat.Translate(center.X, center.Z, center.Y); // move to sprite center
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mat.Scale(1.0, 1.0/pixelstretch, 1.0); // unstretch sprite by level aspect ratio
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// [MC] Sprite offsets.
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// [MC] Sprite offsets.
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if (!offset.isZero())
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if (!offset.isZero())
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@ -480,6 +485,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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}
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}
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mat.Scale(1.0, pixelstretch, 1.0); // stretch sprite by level aspect ratio
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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v[0] = mat * FVector3(x1, z1, y1);
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v[0] = mat * FVector3(x1, z1, y1);
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