Remove extra magnitude from magic texture mapping values

- These used to be fixed point, but now they're floating point, so the
  excess magnitude is unneeded.
This commit is contained in:
Randy Heit 2014-08-07 22:43:23 -05:00
commit 891b3da103
3 changed files with 13 additions and 16 deletions

View file

@ -117,7 +117,6 @@ FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
int fixedlightlev;
lighttable_t *fixedcolormap;
FSpecialColormap *realfixedcolormap;
float WallTMapScale;
float WallTMapScale2;
@ -386,8 +385,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
iyaspectmulfloat = (float)virtwidth * r_Yaspect / 320.f / (float)virtheight;
InvZtoScale = yaspectmul * centerx;
WallTMapScale = (float)centerx * 32.f;
WallTMapScale2 = iyaspectmulfloat * 2.f / (float)centerx;
WallTMapScale2 = iyaspectmulfloat * 64.f / (float)centerx;
// psprite scales
pspritexscale = (centerxwide << FRACBITS) / 160;