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
parent b420347bab
commit 5814270980

View file

@ -954,15 +954,14 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
return; return;
tx += tex->GetWidth() * thingxscalemul; tx += tex->GetWidth() * thingxscalemul;
double dtx2 = tx * xscale; x2 = centerx + xs_RoundToInt(tx * xscale);
x2 = centerx + xs_RoundToInt(dtx2);
// off the left side or too small? // off the left side or too small?
if ((x2 < WindowLeft || x2 <= x1)) if ((x2 < WindowLeft || x2 <= x1))
return; return;
xscale = spriteScale.X * xscale / tex->Scale.X; 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; 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->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 else
{ {