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ref_soft: fix texcoords on image blitting

pull/2/head
mittorn 5 years ago
parent
commit
609235b4f1
  1. 16
      r_draw.c

16
r_draw.c

@ -63,7 +63,7 @@ int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame ) @@ -63,7 +63,7 @@ int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
Draw_StretchPicImplementation
=============
*/
void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1, int s2, int t2, image_t *pic)
void R_DrawStretchPicImplementation( int x, int y, int w, int h, int s1, int t1, int s2, int t2, image_t *pic )
{
pixel_t *source, *dest;
unsigned int v, u, sv;
@ -127,9 +127,8 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1, @@ -127,9 +127,8 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
{
f = 0;
fstep = s2*0x10000/w;
if( w == s2 - s1 )
fstep = 0x10000;
fstep = ((s2-s1) << 16)/w;
#if 0
for (u=0 ; u<w ; u+=4)
{
@ -191,12 +190,15 @@ R_DrawStretchPic @@ -191,12 +190,15 @@ R_DrawStretchPic
void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{
image_t *pic = R_GetTexture(texnum);
int width = pic->width, height = pic->height;
// GL_Bind( XASH_TEXTURE0, texnum );
if( s2 > 1 || t2 > 2 )
if( s2 > 1.0f || t2 > 1.0f )
return;
if( s1 < 0.0f || t1 < 0.0f )
return;
if( w <= 0 || h <= 0 )
if( w < 1.0f || h < 1.0f )
return;
R_DrawStretchPicImplementation(x,y,w,h, pic->width * s1, pic->height * t1, pic->width * s2, pic->height * t2, pic);
R_DrawStretchPicImplementation(x,y,w,h, width * s1, height * t1, width * s2, height * t2, pic);
}
void Draw_Fill (int x, int y, int w, int h)

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