- 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.
This commit is contained in:
parent
e6d59ec429
commit
4f08b20df5
5 changed files with 20 additions and 7 deletions
|
|
@ -186,8 +186,6 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
|
|||
frame->vertices[k].xyz[axis[c]] =
|
||||
(pVtx->vertex[c] * FLOAT(pfr->scale[c]) + FLOAT(pfr->translate[c]));
|
||||
}
|
||||
// Aspect undo.
|
||||
frame->vertices[k].xyz[VZ] *= rModelAspectMod;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -467,8 +465,6 @@ bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
|
|||
frame->vertices[k].xyz[axis[c]] =
|
||||
(pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]);
|
||||
}
|
||||
// Aspect ratio adjustment (1.33 -> 1.6.)
|
||||
frame->vertices[k].xyz[VZ] *= rModelAspectMod;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue