Improve fractional scaling by removing gaps

This commit is contained in:
Pazaz 2022-04-21 04:11:04 -04:00
parent 5e36ce6155
commit 8e396ebbbe
2 changed files with 5 additions and 5 deletions

View file

@ -361,7 +361,7 @@ public final class GlRenderer {
}
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(0.0D, (double) canvasWidth, 0.0D, (double) canvasHeight, -1.0D, 1.0D);
gl.glOrtho(0, canvasWidth, 0, canvasHeight, -1.0D, 1.0D);
setViewportBounds(0, 0, canvasWidth, canvasHeight);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
@ -755,8 +755,8 @@ public final class GlRenderer {
@OriginalMember(owner = "client!gi", name = "b", descriptor = "()V")
private static void resizeViewport() {
gl.glViewport((int) (leftMargin * GameShell.canvasScale + 0.5d), (int) (topMargin * GameShell.canvasScale + 0.5d),
(int) (viewportWidth * GameShell.canvasScale + 0.5d), (int) (viewportHeight * GameShell.canvasScale + 0.5d));
gl.glViewport((int) (leftMargin * GameShell.canvasScale), (int) (topMargin * GameShell.canvasScale - 0.5d),
(int) (viewportWidth * GameShell.canvasScale), (int) (viewportHeight * GameShell.canvasScale - 0.5d));
}
@OriginalMember(owner = "client!tf", name = "a", descriptor = "(IIIIII)V")

View file

@ -197,7 +197,7 @@ public final class Static46 {
@Pc(21) GL2 gl = GlRenderer.gl;
gl.glEnable(GL2.GL_SCISSOR_TEST);
if (clipX <= anInt1440 && clipY <= anInt1441) {
gl.glScissor((int)(clipX * GameShell.canvasScale + 0.5d), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale + 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale + 0.5d), (int)((anInt1441 - clipY) * GameShell.canvasScale + 0.5d));
gl.glScissor((int)(clipX * GameShell.canvasScale), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale - 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale), (int)((anInt1441 - clipY) * GameShell.canvasScale - 0.5d));
} else {
gl.glScissor(0, 0, 0, 0);
}
@ -262,7 +262,7 @@ public final class Static46 {
@Pc(27) GL2 local27 = GlRenderer.gl;
local27.glEnable(GL2.GL_SCISSOR_TEST);
if (clipX <= anInt1440 && clipY <= anInt1441) {
local27.glScissor((int)(clipX * GameShell.canvasScale + 0.5d), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale + 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale + 0.5d), (int)((anInt1441 - clipY) * GameShell.canvasScale + 0.5d));
local27.glScissor((int)(clipX * GameShell.canvasScale), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale - 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale), (int)((anInt1441 - clipY) * GameShell.canvasScale - 0.5d));
} else {
local27.glScissor(0, 0, 0, 0);
}