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| author | robfram | 2018-03-10 20:51:42 +0100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-04-28 16:19:52 +0200 |
| commit | b855bc44ae64f3959d542d4b52f1fa910a237409 (patch) | |
| tree | f28b569a9479e3957bc873d0b7419667edcd985b /core/project_settings.cpp | |
| parent | c39e32ae60bd39a88b4a15b57c2b87845fc5d69d (diff) | |
| download | godot-b855bc44ae64f3959d542d4b52f1fa910a237409.tar.gz godot-b855bc44ae64f3959d542d4b52f1fa910a237409.tar.zst godot-b855bc44ae64f3959d542d4b52f1fa910a237409.zip | |
Implement line clipping for `TextureProgress` to avoid bad rendering due to imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix #17364.
(cherry picked from commit 7991bd168da1e0b8d0dc34635a35057aab466349)
Diffstat (limited to 'core/project_settings.cpp')
0 files changed, 0 insertions, 0 deletions
