- consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit.
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5 changed files with 20 additions and 7 deletions
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@ -915,6 +915,12 @@ void gl_RenderModel(GLSprite * spr)
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gl_RenderState.mModelMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
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gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->models[0] != NULL ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
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gl_RenderState.mModelMatrix.scale(1, stretch, 1);
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gl_RenderState.EnableModelMatrix(true);
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gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
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gl_RenderState.EnableModelMatrix(false);
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