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* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933 * Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'. * Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed. * Invert the returned results of GetAxes() as the returned floats are reversed for build games. * Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc. |
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CMakeLists.txt |