Fix voxel z offsets.
This commit is contained in:
@@ -219,7 +219,7 @@ namespace OpenRA.Graphics
|
||||
public void ScreenVectorComponents(WVec vec, out float x, out float y, out float z)
|
||||
{
|
||||
x = TileSize.Width * vec.X / 1024f;
|
||||
y = TileSize.Height * vec.Y / 1024f;
|
||||
y = TileSize.Height * (vec.Y - vec.Z) / 1024f;
|
||||
z = TileSize.Height * vec.Z / 1024f;
|
||||
}
|
||||
|
||||
@@ -236,7 +236,7 @@ namespace OpenRA.Graphics
|
||||
// Round to nearest pixel
|
||||
float x, y, z;
|
||||
ScreenVectorComponents(vec, out x, out y, out z);
|
||||
return new int2((int)Math.Round(x), (int)Math.Round(y - z));
|
||||
return new int2((int)Math.Round(x), (int)Math.Round(y));
|
||||
}
|
||||
|
||||
public float ScreenZPosition(WPos pos, int offset)
|
||||
|
||||
Reference in New Issue
Block a user