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PixelScale bug: incorrect detail levels

by Clint S. Brewer · in Torque Game Engine · 02/06/2006 (12:30 pm) · 1 replies

In dglMatrix.cc

the pixel scale is hardcoded to extent.x/640

pixelScale = viewPort.extent.x / 640.0;

so everywhere you call dglGetPixelScale it is using this number based off of 640.


I've just changed it to be a constant 1.0 right now and that seems to work fine for me.


what was the idea behind this scale based on a 640 window?

#1
02/06/2006 (12:31 pm)
The reason this came up is I was tracking down some problems with the details of models being too low in smaller windows.