equal
deleted
inserted
replaced
145 if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then |
145 if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then |
146 exit; |
146 exit; |
147 |
147 |
148 glPushMatrix; |
148 glPushMatrix; |
149 glTranslatef(X, Y, 0); |
149 glTranslatef(X, Y, 0); |
150 |
150 if Dir = 0 then Dir:= 1; |
151 if Dir < 0 then |
151 |
152 glRotatef(Angle, 0, 0, -1) |
152 glRotatef(Angle, 0, 0, Dir); |
153 else |
|
154 glRotatef(Angle, 0, 0, 1); |
|
155 |
153 |
156 glTranslatef(Dir*OffsetX, OffsetY, 0); |
154 glTranslatef(Dir*OffsetX, OffsetY, 0); |
157 glScalef(Scale, Scale, 1); |
155 glScalef(Scale, Scale, 1); |
158 |
156 |
159 // Any reason for this call? And why only in t direction, not s? |
157 // Any reason for this call? And why only in t direction, not s? |