- switched the entire status bar code to use FGameTexture.

- scale the automap parchment to clean 320x200 dimensions.
This commit is contained in:
Christoph Oelckers 2020-04-14 00:55:16 +02:00
commit c7db5b932e
16 changed files with 129 additions and 105 deletions

View file

@ -69,9 +69,9 @@ public:
int GetWidthBits() { return WidthBits; }
int GetHeightBits() { return HeightBits; }
int GetScaledWidth () { return mTexture->GetDisplayWidth(); }
int GetScaledHeight () { return mTexture->GetDisplayHeight(); }
double GetScaledWidth () { return mTexture->GetDisplayWidth(); }
double GetScaledHeight () { return mTexture->GetDisplayHeight(); }
// Now with improved offset adjustment.
int GetLeftOffset(int adjusted) { return mTexture->GetTexelLeftOffset(adjusted); }
int GetTopOffset(int adjusted) { return mTexture->GetTexelTopOffset(adjusted); }

View file

@ -105,8 +105,8 @@ namespace swrenderer
// but right now, I just want to get them drawing.
tz = (pos.X - thread->Viewport->viewpoint.Pos.X) * thread->Viewport->viewpoint.TanCos + (pos.Y - thread->Viewport->viewpoint.Pos.Y) * thread->Viewport->viewpoint.TanSin;
int scaled_to = pic->GetScaledTopOffsetSW();
int scaled_bo = scaled_to - pic->GetScaledHeight();
double scaled_to = pic->GetScaledTopOffsetSW();
double scaled_bo = scaled_to - pic->GetScaledHeight();
gzt = pos.Z + scale.Y * scaled_to;
gzb = pos.Z + scale.Y * scaled_bo;