mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 22:22:08 +00:00
- FLATSPRITE fixes.
This commit is contained in:
parent
f2a3b8978d
commit
bec17bd222
1 changed files with 17 additions and 16 deletions
|
@ -112,18 +112,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
|
||||||
Matrix3x4 mat;
|
Matrix3x4 mat;
|
||||||
mat.MakeIdentity();
|
mat.MakeIdentity();
|
||||||
|
|
||||||
float cx, cy, cz = z;
|
|
||||||
if ((actor->renderflags & RF_ROLLCENTER))
|
|
||||||
{
|
|
||||||
cx = (x1 + x2) * 0.5;
|
|
||||||
cy = (y1 + y2) * 0.5;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
cx = x;
|
|
||||||
cy = y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// [MC] Rotate around the center or offsets given to the sprites.
|
// [MC] Rotate around the center or offsets given to the sprites.
|
||||||
// Counteract any existing rotations, then rotate the angle.
|
// Counteract any existing rotations, then rotate the angle.
|
||||||
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
|
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
|
||||||
|
@ -132,11 +120,24 @@ void GLSprite::CalculateVertices(FVector3 *v)
|
||||||
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
|
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
|
||||||
pitch.Normalized180();
|
pitch.Normalized180();
|
||||||
|
|
||||||
mat.Translate(cx, cz, cy);
|
mat.Translate(x, z, y);
|
||||||
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
|
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees);
|
||||||
mat.Rotate(0, 0, 1, pitch.Degrees);
|
mat.Rotate(0, 0, 1, pitch.Degrees);
|
||||||
mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
|
|
||||||
mat.Translate(-cx, -cz, -cy);
|
if (actor->renderflags & RF_ROLLCENTER)
|
||||||
|
{
|
||||||
|
float cx = (x1 + x2) * 0.5;
|
||||||
|
float cy = (y1 + y2) * 0.5;
|
||||||
|
|
||||||
|
mat.Translate(cx - x, 0, cy - y);
|
||||||
|
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
|
||||||
|
mat.Translate(-cx, -z, -cy);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
|
||||||
|
mat.Translate(-x, -z, -y);
|
||||||
|
}
|
||||||
v[0] = mat * FVector3(x1, z, y2);
|
v[0] = mat * FVector3(x1, z, y2);
|
||||||
v[1] = mat * FVector3(x2, z, y2);
|
v[1] = mat * FVector3(x2, z, y2);
|
||||||
v[2] = mat * FVector3(x1, z, y1);
|
v[2] = mat * FVector3(x1, z, y1);
|
||||||
|
|
Loading…
Reference in a new issue