Sprites can now be rendered with the texture ratio in mind

This commit is contained in:
Tleety
2016-03-09 23:31:54 +01:00
parent 087facc22e
commit 592edf7dba
5 changed files with 21 additions and 6 deletions
+14 -3
View File
@@ -49,11 +49,22 @@ struct SpriteJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
if((bool)cSprite["KeepRatioX"] == true) {
ScaleX = Transform::AbsoluteScale(world, cSprite.EntityID).x;
ScaleX = scale.x;
}
if ((bool)cSprite["KeepRatioZ"] == true) {
ScaleY = Transform::AbsoluteScale(world, cSprite.EntityID).y;
if ((bool)cSprite["KeepRatioY"] == true) {
ScaleY = scale.y;
}
if((bool)cSprite["KeepRatio"] == true) {
if(scale.y >= scale.x) {
ScaleY = (scale.x)/(scale.y);
ScaleX = 1;
} else {
ScaleY = 1;
ScaleX = (scale.x)/(scale.y);
}
}
};