separated X and Y radius for clip entities

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3189 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-10-22 11:08:15 +00:00
parent cc3f3c5f62
commit c828c70bb1
3 changed files with 5 additions and 11 deletions
+3 -3
View File
@@ -30,9 +30,9 @@ void renderent(entity &e)
void renderclip(entity &e)
{
float radius = max(float(e.attr2), 0.1f);
vec bbmin(e.x - radius, e.y - radius, float(S(e.x, e.y)->floor+e.attr1)),
bbmax(e.x + radius, e.y + radius, bbmin.z + max(float(e.attr3), 1.0f));
float xradius = max(float(e.attr2), 0.1f), yradius = max(float(e.attr3), 0.1f);
vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor+e.attr1)),
bbmax(e.x + xradius, e.y + yradius, bbmin.z + max(float(e.attr4), 0.1f));
glDisable(GL_TEXTURE_2D);
linestyle(1, 0xFF, 0xFF, 0);