- fixed: The floor waggle code used FloatBobOffsets as sine table but this

only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
  texture itself and contains rotations may not be composited directly into
  the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
  due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
  so quickly. 
- made some error messages in DECORATE that don't affect the parsing non-fatal
  so that the parser can continue to find more problems.

SVN r2076 (trunk)
This commit is contained in:
Christoph Oelckers 2010-01-02 11:38:27 +00:00
commit 87f3c9c5b7
10 changed files with 117 additions and 64 deletions

View file

@ -1336,6 +1336,10 @@ CCMD(clean)
bool V_DoModeSetup (int width, int height, int bits)
{
DFrameBuffer *buff = I_SetMode (width, height, screen);
int ratio;
int cwidth;
int cheight;
int cx1, cy1, cx2, cy2;
if (buff == NULL)
{
@ -1350,39 +1354,32 @@ bool V_DoModeSetup (int width, int height, int bits)
// if D3DFB is being used for the display.
FFont::StaticPreloadFonts();
ratio = CheckRatio (width, height);
if (ratio & 4)
{
int ratio;
int cwidth;
int cheight;
int cx1, cy1, cx2, cy2;
ratio = CheckRatio (width, height);
if (ratio & 4)
{
cwidth = width;
cheight = height * BaseRatioSizes[ratio][3] / 48;
}
else
{
cwidth = width * BaseRatioSizes[ratio][3] / 48;
cheight = height;
}
// Use whichever pair of cwidth/cheight or width/height that produces less difference
// between CleanXfac and CleanYfac.
cx1 = MAX(cwidth / 320, 1);
cy1 = MAX(cheight / 200, 1);
cx2 = MAX(width / 320, 1);
cy2 = MAX(height / 200, 1);
if (abs(cx1 - cy1) <= abs(cx2 - cy2))
{ // e.g. 640x360 looks better with this.
CleanXfac = cx1;
CleanYfac = cy1;
}
else
{ // e.g. 720x480 looks better with this.
CleanXfac = cx2;
CleanYfac = cy2;
}
cwidth = width;
cheight = height * BaseRatioSizes[ratio][3] / 48;
}
else
{
cwidth = width * BaseRatioSizes[ratio][3] / 48;
cheight = height;
}
// Use whichever pair of cwidth/cheight or width/height that produces less difference
// between CleanXfac and CleanYfac.
cx1 = MAX(cwidth / 320, 1);
cy1 = MAX(cheight / 200, 1);
cx2 = MAX(width / 320, 1);
cy2 = MAX(height / 200, 1);
if (abs(cx1 - cy1) <= abs(cx2 - cy2))
{ // e.g. 640x360 looks better with this.
CleanXfac = cx1;
CleanYfac = cy1;
}
else
{ // e.g. 720x480 looks better with this.
CleanXfac = cx2;
CleanYfac = cy2;
}
if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac)
@ -1400,8 +1397,17 @@ bool V_DoModeSetup (int width, int height, int bits)
if (width < 800 || width >= 960)
{
CleanXfac_1 = MAX(CleanXfac - 1, 1);
CleanYfac_1 = MAX(CleanYfac - 1, 1);
if (cx1 < cx2)
{
// Special case in which we don't need to scale down.
CleanXfac_1 =
CleanYfac_1 = cx1;
}
else
{
CleanXfac_1 = MAX(CleanXfac - 1, 1);
CleanYfac_1 = MAX(CleanYfac - 1, 1);
}
CleanWidth_1 = width / CleanXfac_1;
CleanHeight_1 = height / CleanYfac_1;
}