Am Mittwoch, 27. Dezember 2006 06:31 schrieb [EMAIL PROTECTED]: > Posted by Dennis Schridde on December 26, 2006 - 20:56: > .... > - offset.x = (tileTexInfo[tileNumber & TILE_NUMMASK].xOffset > * 64); > > + offset.x = (UWORD)(tileTexInfo[tileNumber & > TILE_NUMMASK].u)*(UWORD)(-1); // FIXME HACK to wrap a float into a > UWORD > > Can you clarify why you think you need to use floats instead of > ints? That is a ugly hack as you say. AFAIK GL uses float for UV coordinates... If you know something different, you should mail the GL guys so they can update their docs...
And as I said especially that (UDWORD)(-1) doesn't make any sense, I know that. Actually I was playing around with intersting casts at that time and not anymore really working on the original problem. ;) > Rest of the changes confuses me also. What is point of all this? > It doesn't really make it easier to understand, nor is the code > faster IMO, but maybe it is just me? As I said, that code may be crappy. It was late in the night and my first attempt to support tile resolutions different from 128x128 and I didn't have any knowledge of the code or it's context... What does this have to do with "570 patch"??? And please: Next time if I say that a patch is at least partly crappy and I only send it because it was requested (it helps at least to find the codeparts which need to be worked on IMHO), please respect that and don't tell me that I do crap. If I allready said that, one might think that I allready know that this was not my best work... --Dennis
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