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- match alignment of NPOT flat textures to the software renderer
Tested in RR E1L4, sector 224+40, probably needs more checking in other places as well to confirm that it is correct there as well.
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1 changed files with 4 additions and 7 deletions
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@ -143,13 +143,10 @@ public:
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sinalign = float(vang.Sin());
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sinalign = float(vang.Sin());
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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if (pow2width < (int)tx->GetDisplayWidth()) pow2width *= 2;
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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if (pow2height < (int)tx->GetDisplayHeight()) pow2height *= 2;
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xpanning = pow2width * xpan / (256.f * tx->GetDisplayWidth());
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xpanning = xpan / 256.f;
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ypanning = pow2height * ypan / (256.f * tx->GetDisplayHeight());
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ypanning = ypan / 256.f;
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
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@ -167,8 +164,8 @@ public:
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}
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}
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}
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}
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xscaled = scalefactor * (int)tx->GetDisplayWidth();
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xscaled = scalefactor * pow2width;
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yscaled = scalefactor * (int)tx->GetDisplayHeight();
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yscaled = scalefactor * pow2height;
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}
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}
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FVector2 GetUV(int x, int y, float z)
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FVector2 GetUV(int x, int y, float z)
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