Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
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2f30f720a4
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cca1946201
4 changed files with 6 additions and 3 deletions
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@ -1038,7 +1038,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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r.Scale(sprscale.X, isSpriteShadow ? sprscale.Y * 0.15 * thing->isoscaleY : sprscale.Y * thing->isoscaleY);
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if ((thing->renderflags & RF_ROLLSPRITE) || (thing->renderflags2 & RF2_SQUAREPIXELS))
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if (((thing->renderflags & RF_ROLLSPRITE) || (thing->renderflags2 & RF2_SQUAREPIXELS)) && !(thing->renderflags2 & RF2_STRETCHPIXELS))
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{
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double ps = di->Level->pixelstretch;
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double mult = 1.0 / sqrt(ps); // shrink slightly
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@ -1621,7 +1621,7 @@ void HWSprite::AdjustVisualThinker(HWDrawInfo* di, DVisualThinker* spr, sector_t
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auto r = spi.GetSpriteRect();
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r.Scale(spr->Scale.X, spr->Scale.Y);
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if (spr->PT.flags & SPF_ROLL)
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if ((spr->PT.flags & SPF_ROLL) && !(spr->PT.flags & SPF_STRETCHPIXELS))
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{
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double ps = di->Level->pixelstretch;
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double mult = 1.0 / sqrt(ps); // shrink slightly
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