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authorAlvin Wong <alvinhochun@gmail.com>2024-06-30 23:51:13 +0800
committerAlvin Wong <alvinhochun@gmail.com>2024-09-23 20:34:11 +0800
commit1bd66af54ce86d5882830ce5170cdfeb914bb873 (patch)
tree94db18d8268203ba7a6e3a17551a8a3278c8e877 /core/math/convex_hull.cpp
parentd5aadc38b459762fa74850777edb2ec8f6a02c16 (diff)
downloadredot-engine-1bd66af54ce86d5882830ce5170cdfeb914bb873.tar.gz
Apply snap 2D transforms to pixel to viewport
We shall not leave the viewport transform to be rounded by the code for rounding canvas items. Since the viewport transform is inverse to the camera transform, we get incorrect rounding at the halfway point that misaligns the viewport and the canvas item which the camera is following. Instead, reintroduce viewport rounding, but do it in a way that matches the rounding of canvas items. Also take into account the half-pixel offset of the centre point when viewport dimension is not divisible by two. For `CanvasLayer`s that follows viewport, take into account the scale when rounding. Overall this should work better compared to the rounding in Godot 4.2 (and earlier).
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