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Do not apply shift scale to background textures.
Fixes issue with Command & Conquer described in #2617
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@ -258,8 +258,6 @@ public:
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aTexSize[t][0] = pTexture->width * pTexture->hdRatioS;
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aTexSize[t][0] = pTexture->width * pTexture->hdRatioS;
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aTexSize[t][1] = pTexture->height * pTexture->hdRatioT;
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aTexSize[t][1] = pTexture->height * pTexture->hdRatioT;
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aShiftScale[t][0] = calcShiftScaleS(*pTile);
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aShiftScale[t][1] = calcShiftScaleT(*pTile);
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if (pTile->textureMode != TEXTUREMODE_BGIMAGE && pTile->textureMode != TEXTUREMODE_FRAMEBUFFER_BG) {
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if (pTile->textureMode != TEXTUREMODE_BGIMAGE && pTile->textureMode != TEXTUREMODE_FRAMEBUFFER_BG) {
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float fuls = pTile->fuls;
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float fuls = pTile->fuls;
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@ -277,6 +275,9 @@ public:
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}
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}
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aTexOffset[t][0] = fuls;
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aTexOffset[t][0] = fuls;
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aTexOffset[t][1] = fult;
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aTexOffset[t][1] = fult;
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aShiftScale[t][0] = calcShiftScaleS(*pTile);
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aShiftScale[t][1] = calcShiftScaleT(*pTile);
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}
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}
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aHDRatio[t][0] = pTexture->hdRatioS;
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aHDRatio[t][0] = pTexture->hdRatioS;
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