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authorGianni Alessandroni <[email protected]>2021-05-14 18:06:47 +0200
committerGitHub <[email protected]>2021-05-14 18:06:47 +0200
commita84e98ba6c2032646238b26c29eadf67b009ac6b (patch)
tree595557bb757605e33a4c9b1290cf48955308c688 /examples
parent232378ed2d6dde857285202ecd31b55c3b4eaeba (diff)
downloadraylib-a84e98ba6c2032646238b26c29eadf67b009ac6b.tar.gz
raylib-a84e98ba6c2032646238b26c29eadf67b009ac6b.zip
Hotfix for smooth pixel-perfect camera example [core_2d_camera_smooth_pixelperfect.c] (#1771)
* Hotfix for glitchy camera Super small fix that was causing the camera to glitch every x amount of seconds/pixels. Works much better now, 3/4 lines changed. * fixed dumb visual studio formatting problems
Diffstat (limited to 'examples')
-rw-r--r--examples/core/core_2d_camera_smooth_pixelperfect.c24
1 files changed, 9 insertions, 15 deletions
diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.c b/examples/core/core_2d_camera_smooth_pixelperfect.c
index 3594c4ab..ae40cdfc 100644
--- a/examples/core/core_2d_camera_smooth_pixelperfect.c
+++ b/examples/core/core_2d_camera_smooth_pixelperfect.c
@@ -70,21 +70,15 @@ int main(void)
// Set the camera's target to the values computed above.
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
- // Round worldCamera's X, keep the decimals on screenSpaceCamera.
- if (screenSpaceCamera.target.x >= 1 || screenSpaceCamera.target.x <= -1)
- {
- worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
- screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
- screenSpaceCamera.target.x *= virtualRatio;
- }
-
- // Round worldCamera's Y, keep the decimals on screenSpaceCamera.
- if (screenSpaceCamera.target.y >= 1 || screenSpaceCamera.target.y <= -1)
- {
- worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
- screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
- screenSpaceCamera.target.y *= virtualRatio;
- }
+ //Round worldSpace coordinates, keep decimals into screenSpace coordinates.
+ worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
+ screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
+ screenSpaceCamera.target.x *= virtualRatio;
+
+ worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
+ screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
+ screenSpaceCamera.target.y *= virtualRatio;
+
//----------------------------------------------------------------------------------
// Draw