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https://github.com/ZDoom/qzdoom-gpl.git
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- Fixed: The textured automap used the main sector's floor's rotation and scaling when drawing 3D floors.
SVN r3977 (trunk)
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parent
3a3e9c7063
commit
736c7f093a
1 changed files with 20 additions and 14 deletions
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@ -1611,10 +1611,10 @@ void AM_drawSubsectors()
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angle_t rotation;
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sector_t tempsec;
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int floorlight, ceilinglight;
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fixed_t scalex, scaley;
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double originx, originy;
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FDynamicColormap *colormap;
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for (int i = 0; i < numsubsectors; ++i)
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{
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if (subsectors[i].flags & SSECF_POLYORG)
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@ -1645,17 +1645,6 @@ void AM_drawSubsectors()
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mpoint_t originpt = { -sec->GetXOffset(sector_t::floor) >> FRACTOMAPBITS,
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sec->GetYOffset(sector_t::floor) >> FRACTOMAPBITS };
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rotation = 0 - sec->GetAngle(sector_t::floor);
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// Apply the floor's rotation to the texture origin.
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if (rotation != 0)
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{
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AM_rotate(&originpt.x, &originpt.y, rotation);
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}
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// Apply the automap's rotation to the texture origin.
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotation += ANG90 - players[consoleplayer].camera->angle;
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AM_rotatePoint(&originpt.x, &originpt.y);
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}
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originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24));
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originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24));
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// Coloring for the polygon
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@ -1663,6 +1652,9 @@ void AM_drawSubsectors()
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FTextureID maptex = sec->GetTexture(sector_t::floor);
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scalex = sec->GetXScale(sector_t::floor);
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scaley = sec->GetYScale(sector_t::floor);
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#ifdef _3DFLOORS
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if (sec->e->XFloor.ffloors.Size())
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@ -1709,6 +1701,9 @@ void AM_drawSubsectors()
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{
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maptex = *(rover->top.texture);
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floorplane = rover->top.plane;
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rotation = 0 - rover->top.model->GetAngle(sector_t::ceiling);
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scalex = rover->top.model->GetXScale(sector_t::ceiling);
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scaley = rover->top.model->GetYScale(sector_t::ceiling);
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break;
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}
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}
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@ -1718,6 +1713,17 @@ void AM_drawSubsectors()
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colormap = light->extra_colormap;
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}
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#endif
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// Apply the floor's rotation to the texture origin.
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if (rotation != 0)
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{
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AM_rotate(&originpt.x, &originpt.y, rotation);
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}
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// Apply the automap's rotation to the texture origin.
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotation += ANG90 - players[consoleplayer].camera->angle;
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AM_rotatePoint(&originpt.x, &originpt.y);
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}
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// If this subsector has not actually been seen yet (because you are cheating
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// to see it on the map), tint and desaturate it.
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@ -1740,8 +1746,8 @@ void AM_drawSubsectors()
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screen->FillSimplePoly(TexMan(maptex),
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&points[0], points.Size(),
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originx, originy,
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scale / (FIXED2FLOAT(sec->GetXScale(sector_t::floor)) * float(1 << MAPBITS)),
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scale / (FIXED2FLOAT(sec->GetYScale(sector_t::floor)) * float(1 << MAPBITS)),
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scale / (FIXED2DBL(scalex) * float(1 << MAPBITS)),
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scale / (FIXED2DBL(scaley) * float(1 << MAPBITS)),
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rotation,
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colormap,
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floorlight
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