- Increased precision of texture scaling factors to full fixed point. In the process

I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
This commit is contained in:
Christoph Oelckers 2007-04-29 12:07:27 +00:00
commit e08da03a3d
15 changed files with 133 additions and 144 deletions

View file

@ -1042,15 +1042,7 @@ FFontChar1::FFontChar1 (int sourcelump, const BYTE *sourceremap)
Name[0] = 0; // Make this texture unnamed
// now copy all the properties from the base texture
Width = BaseTexture->GetWidth();
Height = BaseTexture->GetHeight();
TopOffset = BaseTexture->TopOffset;
LeftOffset = BaseTexture->LeftOffset;
WidthBits = BaseTexture->WidthBits;
HeightBits = BaseTexture->HeightBits;
ScaleX = BaseTexture->ScaleX;
ScaleY = BaseTexture->ScaleY;
WidthMask = (1 << WidthBits) - 1;
CopySize(BaseTexture);
Pixels = NULL;
}
@ -1947,4 +1939,4 @@ void V_InitFonts()
}
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
V_InitCustomFonts ();
}
}