- For compatibility with the software renderer, D3DFB::DrawTextureV needs to
truncate the coordinates to integers before sending them to the hardware. Otherwise, there can be one pixel gaps compared to the software renderer, because the hardware is rounding to nearest but the software renderer is simply truncating the fractional part of the coordinate. This is the real cause of the gap above the status bar at 1152x864 (and another gap to the left of the status bar at 800x500). - Fixed: When D3DFB::DrawTextureV had to clip a tile, it adjusted the texture coordinates erroneously, still using the old calculations from before texture packing was implemented. SVN r695 (trunk)
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4 changed files with 558 additions and 547 deletions
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@ -213,9 +213,6 @@ void FBaseStatusBar::SetScaled (bool scale)
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::ST_Y = Scale(ST_Y - 100, SCREENHEIGHT*3, BaseRatioSizes[4][1]) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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}
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// If this is odd, add one to make it even and close the gap between the
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// status bar and the rest of the screen
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::ST_Y += (::ST_Y & 1);
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Displacement = 0;
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}
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::ST_X = ST_X;
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