--- a/hedgewars/uRender.pas Mon Jan 16 10:22:21 2012 +0100
+++ b/hedgewars/uRender.pas Tue Jan 17 09:01:31 2012 -0500
@@ -66,7 +66,8 @@
_l, _r, _t, _b: real;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
-if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;
+if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
+ exit;
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
@@ -206,10 +207,11 @@
glTranslatef(X, Y, 0);
if Dir < 0 then
- glRotatef(Angle, 0, 0, -1)
+ glRotatef(Angle, 0, 0, -1)
else
- glRotatef(Angle, 0, 0, 1);
-if Dir < 0 then glScalef(-1.0, 1.0, 1.0);
+ glRotatef(Angle, 0, 0, 1);
+if Dir < 0 then
+ glScalef(-1.0, 1.0, 1.0);
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
@@ -229,11 +231,12 @@
glTranslatef(X, Y, 0);
if Dir < 0 then
- begin
- hw:= - hw;
- glRotatef(Angle, 0, 0, -1);
- end else
- glRotatef(Angle, 0, 0, 1);
+ begin
+ hw:= - hw;
+ glRotatef(Angle, 0, 0, -1);
+ end
+else
+ glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, Tex^.id);
@@ -257,7 +260,8 @@
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
-if SpritesData[Sprite].imageHeight = 0 then exit;
+if SpritesData[Sprite].imageHeight = 0 then
+ exit;
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
@@ -410,13 +414,14 @@
b:= (Pos + 1) * 32 / HHTexture^.h;
if Dir = -1 then
- begin
- l:= (Step + 1) * 32 / HHTexture^.w;
- r:= Step * 32 / HHTexture^.w
- end else
- begin
- l:= Step * 32 / HHTexture^.w;
- r:= (Step + 1) * 32 / HHTexture^.w
+ begin
+ l:= (Step + 1) * 32 / HHTexture^.w;
+ r:= Step * 32 / HHTexture^.w
+ end
+ else
+ begin
+ l:= Step * 32 / HHTexture^.w;
+ r:= (Step + 1) * 32 / HHTexture^.w
end;
@@ -457,7 +462,8 @@
if cGrayScale then
begin
tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
- if tw > 255 then tw:= 255;
+ if tw > 255 then
+ tw:= 255;
r:= tw;
g:= tw;
b:= tw