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Fix offscreen teleporter rendering

This fixes an oddity that's only visual, which could only happen in
custom levels by using the createentity() internal command.

For the same reason that the second through fourth tiles of moving
platforms on the top and left was buggily rendered, SDL_BlitSurface()
strikes again to mutate the SDL_Rect we pass it and render the next
SDL_BlitSurface() call inbounds, even though we don't need it to.
This commit is contained in:
Misa 2020-04-26 11:42:06 -07:00 committed by Ethan Lee
parent 4c45a8ac47
commit 02dc1084e7

View file

@ -2839,6 +2839,7 @@ void Graphics::drawtele(int x, int y, int t, int c)
if (t > 9) t = 8; if (t > 9) t = 8;
if (t < 0) t = 0; if (t < 0) t = 0;
setRect(telerect, x , y, tele_rect.w, tele_rect.h );
BlitSurfaceColoured(tele[t], NULL, backBuffer, &telerect, ct); BlitSurfaceColoured(tele[t], NULL, backBuffer, &telerect, ct);
} }