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authorKae <80987908+Novaenia@users.noreply.github.com>2024-04-08 14:22:22 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2024-04-08 14:22:22 +1000
commit8a8a0501590e83cbc598c7491fca0b767094466f (patch)
tree4fd806e646179fa9a7e4027cc60e19492d003ade /source/rendering/StarWorldCamera.cpp
parent4458d2e85ed7f9e373af290dbe8063a52d2824b5 (diff)
2 features: multi-sample anti-aliasing & Lua patches for images
Diffstat (limited to 'source/rendering/StarWorldCamera.cpp')
-rw-r--r--source/rendering/StarWorldCamera.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/rendering/StarWorldCamera.cpp b/source/rendering/StarWorldCamera.cpp
index 0344bd6..81e599f 100644
--- a/source/rendering/StarWorldCamera.cpp
+++ b/source/rendering/StarWorldCamera.cpp
@@ -2,12 +2,13 @@
namespace Star {
-void WorldCamera::setCenterWorldPosition(Vec2F const& position) {
+void WorldCamera::setCenterWorldPosition(Vec2F const& position, bool force) {
// Only actually move the world center if a half pixel distance has been
// moved in any direction. This is sort of arbitrary, but helps prevent
// judder if the camera is at a boundary and floating point inaccuracy is
// causing the focus to jitter back and forth across the boundary.
- if (fabs(position[0] - m_worldCenter[0]) < 1.0f / (TilePixels * m_pixelRatio * 2) && fabs(position[1] - m_worldCenter[1]) < 1.0f / (TilePixels * m_pixelRatio * 2))
+ if (fabs(position[0] - m_worldCenter[0]) < 1.0f / (TilePixels * m_pixelRatio * 2)
+ && fabs(position[1] - m_worldCenter[1]) < 1.0f / (TilePixels * m_pixelRatio * 2) && !force)
return;
// First, make sure the camera center position is inside the main x