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Remove -1,-1 offset from ScaleSurface()
For some reason, ScaleSurface() was drawing each pixel one pixel up and to the left from its actual position. I have no idea why. But this was causing an issue where pixels would just be dropped, because they would be drawn outside of the temporary SDL_Surface from which the scaled surface would be drawn onto. Also, the offset just creates a visual one-pixel offset in the result for no reason. So I'm just removing it. Big Viridian also suffered from this one-pixel offset, so now they will no longer look like they're floating above the ground when standing on the floor.
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@ -161,7 +161,7 @@ SDL_Surface * ScaleSurface( SDL_Surface *_surface, int Width, int Height, SDL_Su
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for(Sint32 y = 0; y < _surface->h; y++)
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for(Sint32 y = 0; y < _surface->h; y++)
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for(Sint32 x = 0; x < _surface->w; x++)
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for(Sint32 x = 0; x < _surface->w; x++)
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{
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{
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setRect(gigantoPixel, static_cast<Sint32>((float(x)*_stretch_factor_x) -1), static_cast<Sint32>((float(y) *_stretch_factor_y)-1), static_cast<Sint32>(_stretch_factor_x +1.0),static_cast<Sint32>( _stretch_factor_y+1.0)) ;
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setRect(gigantoPixel, static_cast<Sint32>(float(x)*_stretch_factor_x), static_cast<Sint32>(float(y) *_stretch_factor_y), static_cast<Sint32>(_stretch_factor_x),static_cast<Sint32>( _stretch_factor_y)) ;
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SDL_FillRect(_ret, &gigantoPixel, ReadPixel(_surface, x, y));
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SDL_FillRect(_ret, &gigantoPixel, ReadPixel(_surface, x, y));
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}
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}
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