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@@ -1723,29 +1723,27 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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centerx = center->x;
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centery = center->y;
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- if (flip & SDL_FLIP_HORIZONTAL) {
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- minx = dstrect->w - centerx - 0.5f;
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- maxx = -centerx - 0.5f;
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- }
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- else {
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- minx = -centerx - 0.5f;
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- maxx = dstrect->w - centerx - 0.5f;
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- }
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-
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- if (flip & SDL_FLIP_VERTICAL) {
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- miny = dstrect->h - centery - 0.5f;
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- maxy = -centery - 0.5f;
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- }
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- else {
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- miny = -centery - 0.5f;
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- maxy = dstrect->h - centery - 0.5f;
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- }
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+ minx = -centerx;
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+ maxx = dstrect->w - centerx;
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+ miny = -centery;
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+ maxy = dstrect->h - centery;
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minu = (float) srcrect->x / texture->w;
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maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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+ if (flip & SDL_FLIP_HORIZONTAL) {
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+ float tmp = maxu;
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+ maxu = minu;
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+ minu = tmp;
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+ }
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+ if (flip & SDL_FLIP_VERTICAL) {
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+ float tmp = maxv;
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+ maxv = minv;
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+ minv = tmp;
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+ }
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+
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color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
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vertices[0].x = minx;
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@@ -1781,8 +1779,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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/* Rotate and translate */
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modelMatrix = MatrixMultiply(
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MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
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- MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
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-);
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+ MatrixTranslation(dstrect->x + center->x - 0.5f, dstrect->y + center->y - 0.5f, 0));
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
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D3D_UpdateTextureScaleMode(data, texturedata, 0);
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