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- partially fixed y-panning and removed the aspect factor.
y-panning is still not correct for all cases but better than before. The aspect factor is not needed, it looks like an artifact of both the software renderer and Polymost. We get the same dimensions with proper matrices by setting this to 1.
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65097c4098
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2 changed files with 2 additions and 6 deletions
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@ -108,8 +108,6 @@ struct FBunch
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angle_t endangle;
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};
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const float aspect_factor = (1.28f / 1.333333f); // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
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// ----------------------------------------------------------------------------
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//
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// Bunches are groups of continuous lines
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@ -617,8 +615,6 @@ static void SetProjection(const FRotator& rotation, FAngle fov)
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{
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fovratio = ratio;
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}
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ratio *= aspect_factor; // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
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fovratio *= aspect_factor;
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auto rotmat = eye.GetProjection(fov.Degrees, ratio, fovratio);
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renderSetProjectionMatrix(rotmat.get());
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}
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@ -626,7 +622,7 @@ static void SetProjection(const FRotator& rotation, FAngle fov)
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static void SetViewMatrix(const FRotator& angles, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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float mult = mirror ? -1.f : 1.f;
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float planemult = planemirror ? -aspect_factor : aspect_factor;// Level->info->pixelstretch : Level->info->pixelstretch;
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float planemult = planemirror ? -1.f : 1.f;// Level->info->pixelstretch : Level->info->pixelstretch;
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VSMatrix mViewMatrix;
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mViewMatrix.loadIdentity();
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@ -784,7 +784,7 @@ void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float r
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auto setv = [=](float hl, float hr, float frac) -> float
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{
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float h = hl + (hr - hl) * frac;
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h = ((float)(refheight - (h * 256)) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
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h = (-(float)(refheight + (h * 256)) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
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if (wal->cstat & CSTAT_WALL_YFLIP) h = 1.f - h;
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return h;
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};
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