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@@ -150,7 +150,7 @@ static ModelInstance modelBrush(0, Transform3D());
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static const int brushStep = ortho_miniUnitsPerTile / 32;
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static const int brushStep = ortho_miniUnitsPerTile / 32;
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static int pressing_left = 0, pressing_right = 0, pressing_up = 0, pressing_down = 0, pressing_delete = 0;
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static int pressing_left = 0, pressing_right = 0, pressing_up = 0, pressing_down = 0, pressing_delete = 0;
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static IVector2D cameraMovement;
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static IVector2D cameraMovement;
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-static const float cameraSpeed = 1.0f;
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+static const int cameraSpeed = 1;
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// World
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// World
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static SpriteWorld world;
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static SpriteWorld world;
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@@ -412,7 +412,7 @@ void sandbox_main() {
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stepRemainder -= (double)msTicks;
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stepRemainder -= (double)msTicks;
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// Move the camera
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// Move the camera
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- int cameraSteps = (int)(cameraSpeed * msTicks);
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+ int cameraSteps = cameraSpeed * msTicks;
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// TODO: Find a way to move the camera using exact pixel offsets so that the camera's 3D location is only generating the 2D offset when rotating.
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// TODO: Find a way to move the camera using exact pixel offsets so that the camera's 3D location is only generating the 2D offset when rotating.
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// Can the sprite brush be guaranteed to come back to the mouse location after adding and subtracting the same 2D camera offset?
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// Can the sprite brush be guaranteed to come back to the mouse location after adding and subtracting the same 2D camera offset?
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// A new integer coordinate system along the ground might move half a pixel vertically and a full pixel sideways in the diagonal view.
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// A new integer coordinate system along the ground might move half a pixel vertically and a full pixel sideways in the diagonal view.
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