mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 23:02:07 +00:00
- reverse y offset for SpriteOffset to be consistent with software renderer and past versions
This commit is contained in:
parent
f9a88f10ed
commit
1c7f195353
1 changed files with 1 additions and 1 deletions
|
@ -427,7 +427,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
|
||||||
FQuaternion quat = FQuaternion::FromAngles(FAngle::fromDeg(270) - di->Viewpoint.HWAngles.Yaw, di->Viewpoint.HWAngles.Pitch, FAngle::fromDeg(0));
|
FQuaternion quat = FQuaternion::FromAngles(FAngle::fromDeg(270) - di->Viewpoint.HWAngles.Yaw, di->Viewpoint.HWAngles.Pitch, FAngle::fromDeg(0));
|
||||||
FVector3 sideVec = quat * FVector3(0, 1, 0);
|
FVector3 sideVec = quat * FVector3(0, 1, 0);
|
||||||
FVector3 upVec = quat * FVector3(0, 0, 1);
|
FVector3 upVec = quat * FVector3(0, 0, 1);
|
||||||
FVector3 res = sideVec * -offx + upVec * offy;
|
FVector3 res = sideVec * -offx + upVec * -offy;
|
||||||
mat.Translate(res.X, res.Z, res.Y);
|
mat.Translate(res.X, res.Z, res.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue