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Fix regression: Warp BG lerps in reverse direction
This fixes a regression caused by PR #923 (the PR that moved rendering to be GPU-based) where the interpolation of the horizontal and vertical warp backgrounds (in over-30-FPS mode) was in the wrong direction, which makes them look blurry. This happens because the arguments to the `lerp` function were in the wrong, reverse order. On the VVVVVV Discord server, Ally raised the argument that they were in the same order before she made the changes; therefore the previous code was also incorrect and it wasn't her fault. However, this argument is incorrect, because in that case, the reverse order _is_ the correct order. The reason that it's now the wrong order is because the output of `lerp` is now being used as the argument to a source rectangle. Previously, the output of `lerp` was being used as the offset argument to `ScrollSurface`, which is analogous to being a destination rectangle. Fixes #1038.
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1 changed files with 2 additions and 2 deletions
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@ -2443,7 +2443,7 @@ void Graphics::drawbackground( int t )
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{
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clear();
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const int offset = (int) lerp(0, -3);
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const int offset = (int) lerp(-3, 0);
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const SDL_Rect srcRect = {8 + offset, 0, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS};
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copy_texture(backgroundTexture, &srcRect, NULL);
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@ -2453,7 +2453,7 @@ void Graphics::drawbackground( int t )
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{
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clear();
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const int offset = (int) lerp(0, -3);
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const int offset = (int) lerp(-3, 0);
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const SDL_Rect srcRect = {0, 8 + offset, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS};
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copy_texture(backgroundTexture, &srcRect, NULL);
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