- switched the entire status bar code to use FGameTexture.
- scale the automap parchment to clean 320x200 dimensions.
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16 changed files with 129 additions and 105 deletions
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@ -69,9 +69,9 @@ public:
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int GetWidthBits() { return WidthBits; }
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int GetHeightBits() { return HeightBits; }
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int GetScaledWidth () { return mTexture->GetDisplayWidth(); }
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int GetScaledHeight () { return mTexture->GetDisplayHeight(); }
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double GetScaledWidth () { return mTexture->GetDisplayWidth(); }
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double GetScaledHeight () { return mTexture->GetDisplayHeight(); }
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// Now with improved offset adjustment.
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int GetLeftOffset(int adjusted) { return mTexture->GetTexelLeftOffset(adjusted); }
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int GetTopOffset(int adjusted) { return mTexture->GetTexelTopOffset(adjusted); }
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@ -105,8 +105,8 @@ namespace swrenderer
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// but right now, I just want to get them drawing.
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tz = (pos.X - thread->Viewport->viewpoint.Pos.X) * thread->Viewport->viewpoint.TanCos + (pos.Y - thread->Viewport->viewpoint.Pos.Y) * thread->Viewport->viewpoint.TanSin;
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int scaled_to = pic->GetScaledTopOffsetSW();
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int scaled_bo = scaled_to - pic->GetScaledHeight();
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double scaled_to = pic->GetScaledTopOffsetSW();
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double scaled_bo = scaled_to - pic->GetScaledHeight();
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gzt = pos.Z + scale.Y * scaled_to;
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gzb = pos.Z + scale.Y * scaled_bo;
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