Coordinates were upside down and brought the resolution in line with
OpenGL.
m_height(),
m_LIGHTMAP_DIV()
{
- m_LIGHTMAP_DIV = 8;
+ m_LIGHTMAP_DIV = 5;
m_width = SCREEN_WIDTH;
m_height = SCREEN_HEIGHT;
= static_cast<GetLightRequest*>(request.request_data);
SDL_Rect rect;
- rect.x = static_cast<int>(request.pos.x * m_width / SCREEN_WIDTH);
- rect.y = static_cast<int>(request.pos.y * m_height / SCREEN_HEIGHT);
+ rect.x = static_cast<int>(request.pos.x / m_LIGHTMAP_DIV);
+ rect.y = static_cast<int>((m_height - request.pos.y) / m_LIGHTMAP_DIV);
rect.w = 1;
rect.h = 1;