- 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:
parent
6e5b1f1182
commit
e08da03a3d
15 changed files with 133 additions and 144 deletions
|
|
@ -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 ();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue