- fixed: PlayerSprite in softpoly was not calculated correctly. Sprite will now not go all sorts of crazy places when you enable alternative scaling or forced aspect modes.

This commit is contained in:
Rachael Alexanderson 2017-09-12 15:55:52 -04:00
parent 8454e09694
commit ac566f4a84

View file

@ -242,7 +242,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
sy += wy;
}
double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH);
double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
double pspritexscale = viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * yaspectMul;