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?
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?
About the author
Torque Owner Clint S. Brewer