From ac566f4a845e826af60dc67470696da145d22846 Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Tue, 12 Sep 2017 15:55:52 -0400 Subject: [PATCH] - fixed: PlayerSprite in softpoly was not calculated correctly. Sprite will now not go all sorts of crazy places when you enable alternative scaling or forced aspect modes. --- src/polyrenderer/scene/poly_playersprite.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/polyrenderer/scene/poly_playersprite.cpp b/src/polyrenderer/scene/poly_playersprite.cpp index 1cd987f98aa..57fc52c5b14 100644 --- a/src/polyrenderer/scene/poly_playersprite.cpp +++ b/src/polyrenderer/scene/poly_playersprite.cpp @@ -242,7 +242,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p sy += wy; } - double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH); + double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio; double pspritexscale = viewwindow.centerxwide / 160.0; double pspriteyscale = pspritexscale * yaspectMul;