- fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.

- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
This commit is contained in:
Christoph Oelckers 2015-04-04 17:50:22 +02:00
commit bead3e046b
5 changed files with 67 additions and 62 deletions

View file

@ -235,6 +235,7 @@ FTexture::MiscGLInfo::MiscGLInfo() throw()
bDisableFullbright = false;
bNoFilter = false;
bNoCompress = false;
bNoExpand = false;
areas = NULL;
areacount = 0;
mIsTransparent = -1;