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improve hit calculation accuracy for texture editing

This commit is contained in:
Nelsson Huotari 2018-04-29 13:33:00 +03:00
parent e8a9bff85c
commit 24977fcc0f

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@ -307,8 +307,20 @@ void CSVRender::TerrainTextureMode::editTerrainTextureGrid(const WorldspaceHitRe
int cellY = cellCoordinates_pair.first.getY();
// The coordinates of hit in mCellId
int xHitInCell ((hit.worldPos.x() - (cellX* cellSize)) * landTextureSize / cellSize);
int yHitInCell ((hit.worldPos.y() - (cellY* cellSize)) * landTextureSize / cellSize);
int xHitInCell (float(((hit.worldPos.x() - (cellX* cellSize)) * landTextureSize / cellSize) - 0.5));
int yHitInCell (float(((hit.worldPos.y() - (cellY* cellSize)) * landTextureSize / cellSize) + 0.5));
if (xHitInCell < 0)
{
xHitInCell = xHitInCell + landTextureSize;
cellX = cellX - 1;
}
if (yHitInCell > 15)
{
yHitInCell = yHitInCell - landTextureSize;
cellY = cellY + 1;
}
mCellId = "#" + std::to_string(cellX) + " " + std::to_string(cellY);
std::string iteratedCellId;