Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha

This commit is contained in:
Monster Iestyn 2016-11-16 12:10:56 +00:00
parent 0726dbe018
commit 42f985cda5

View file

@ -656,7 +656,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
{
FOutVector v[4];
FSurfaceInfo Surf;
float sdupx, sdupy, pdupx, pdupy;
float sdupx, sdupy;
if (w < 0 || h < 0)
return; // consistency w/ software
@ -667,16 +667,14 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
// 0--1
sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
if (color & V_NOSCALESTART)
sdupx = sdupy = 2.0f;
v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
v[2].x = v[1].x = (x*sdupx + w*pdupx)/vid.width - 1;
v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
v[2].y = v[3].y = 1-(y*sdupy + h*pdupy)/vid.height;
v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
//Hurdler: do we still use this argb color? if not, we should remove it
v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;