From 5a7a49564f7655e329769a8a0e214160508ef03d Mon Sep 17 00:00:00 2001 From: Ingo Ruhnke Date: Mon, 5 May 2008 18:03:37 +0000 Subject: [PATCH] Let shrink view zoom in on Tux not the level spot Some more triangles for the shrinkview to make it look smoother SVN-Revision: 5418 --- src/video/gl_renderer.cpp | 2 +- src/worldmap/worldmap.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/video/gl_renderer.cpp b/src/video/gl_renderer.cpp index 76a7975be..7b6d0e05f 100644 --- a/src/video/gl_renderer.cpp +++ b/src/video/gl_renderer.cpp @@ -364,7 +364,7 @@ namespace GL glEnd(); - int slices = 8; + int slices = 16; for(int i = 0; i < slices; ++i) { float ex1 = sinf(M_PI/2 / slices * i) * w; diff --git a/src/worldmap/worldmap.cpp b/src/worldmap/worldmap.cpp index bb012d9b3..c491470c2 100644 --- a/src/worldmap/worldmap.cpp +++ b/src/worldmap/worldmap.cpp @@ -705,7 +705,7 @@ WorldMap::update(float delta) if (level->pos == tux->get_tile_pos()) { try { Vector shrinkpos = Vector(level->pos.x*32 + 16 - camera_offset.x, - level->pos.y*32 + 16 - camera_offset.y); + level->pos.y*32 + 8 - camera_offset.y); std::string levelfile = levels_path + level->get_name(); // update state and savegame -- 2.11.0