Take ceiling of endx and endy in mapdraw()
This fixes an issue where tiles around the right and bottom edges would not be drawn when vpos was just under a tile boundary. I'm guessing it wasn't noticable before fixing the frame rate as the buggy frames were only on-screen for a hilariously short amount of time.
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@ -345,8 +345,8 @@ static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
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{
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const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
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const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
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const int endx = state->vpos.x + VIEWWIDTH;
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const int endy = state->vpos.y + VIEWHEIGHT;
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const int endx = ceil(state->vpos.x + VIEWWIDTH);
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const int endy = ceil(state->vpos.y + VIEWHEIGHT);
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for (int l = 0; l < MAPNLAYERS; ++l) {
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for (int y = starty; y < endy; y += TILESIZE) {
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for (int x = startx; x < endx; x += TILESIZE) {
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