[Fix] Squished an offset bug in splite britting.
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@ -322,7 +322,6 @@ static void update_all(void) {
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if(dt > MINIMUM_FPS) {
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if(dt > MINIMUM_FPS) {
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Vec2 pos;
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Vec2 pos;
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vect_csetmin(&pos, 10., (double)(gl_screen.h-40));
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vect_csetmin(&pos, 10., (double)(gl_screen.h-40));
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gl_print(NULL, &pos, "FPS is really low! Skipping frames.");
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SDL_GL_SwapBuffers();
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SDL_GL_SwapBuffers();
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return;
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return;
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}
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}
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@ -365,6 +364,6 @@ static void display_fps(const double dt) {
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Vec2 pos;
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Vec2 pos;
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vect_csetmin(&pos, 10., (double)(gl_screen.h-20));
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vect_csetmin(&pos, 10., (double)(gl_screen.h-20));
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if(show_fps)
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if(show_fps)
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gl_print(NULL, &pos, "%3.2f", fps);
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gl_print(NULL, &pos, NULL, "%3.2f", fps);
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}
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}
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@ -331,8 +331,8 @@ void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir)
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// Blit the sprite at given position.
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// Blit the sprite at given position.
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void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const glColor* c) {
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void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const glColor* c) {
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// Don't bother drawing if offscreen -- waste of cycles.
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// Don't bother drawing if offscreen -- waste of cycles.
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if(fabs(VX(*pos) -VX(*gl_camera)) > gl_screen.w / 2 + sprite->sw / 2 ||
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if(fabs(VX(*pos) -VX(*gl_camera)+gui_xoff) > gl_screen.w / 2 + sprite->sw / 2 ||
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fabs(VY(*pos) -VY(*gl_camera)) > gl_screen.h / 2 + sprite->sh / 2)
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fabs(VY(*pos) -VY(*gl_camera)+gui_yoff) > gl_screen.h / 2 + sprite->sh / 2)
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return;
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return;
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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