Mercurial > sdl-ios-xcode
comparison src/video/win32/SDL_d3drender.c @ 3279:fd207dce9f94
I think this fixes the texture pixel alignment
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 12:48:52 +0000 |
parents | 7690aa2f5b74 |
children | 36cf454ba065 |
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3278:b2a3cbb9ec08 | 3279:fd207dce9f94 |
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1058 if (data->beginScene) { | 1058 if (data->beginScene) { |
1059 IDirect3DDevice9_BeginScene(data->device); | 1059 IDirect3DDevice9_BeginScene(data->device); |
1060 data->beginScene = SDL_FALSE; | 1060 data->beginScene = SDL_FALSE; |
1061 } | 1061 } |
1062 | 1062 |
1063 minx = (float) dstrect->x; | 1063 minx = (float) dstrect->x - 0.5f; |
1064 miny = (float) dstrect->y; | 1064 miny = (float) dstrect->y - 0.5f; |
1065 maxx = (float) dstrect->x + dstrect->w; | 1065 maxx = (float) dstrect->x + dstrect->w - 0.5f; |
1066 maxy = (float) dstrect->y + dstrect->h; | 1066 maxy = (float) dstrect->y + dstrect->h - 0.5f; |
1067 | 1067 |
1068 minu = (float) srcrect->x / texture->w; | 1068 minu = (float) srcrect->x / texture->w; |
1069 maxu = (float) (srcrect->x + srcrect->w) / texture->w; | 1069 maxu = (float) (srcrect->x + srcrect->w) / texture->w; |
1070 minv = (float) srcrect->y / texture->h; | 1070 minv = (float) srcrect->y / texture->h; |
1071 maxv = (float) (srcrect->y + srcrect->h) / texture->h; | 1071 maxv = (float) (srcrect->y + srcrect->h) / texture->h; |