fix [#34706] Projection precision is zoom dependent
ED_view3d_project_float functions were rounding the results.
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@@ -144,8 +144,8 @@ static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
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if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0.0f && fx < (float)ar->winx)) {
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const float fy = ((float)ar->winy / 2.0f) * (1.0f + (vec4[1] * scalar));
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if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
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r_co[0] = floorf(fx);
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r_co[1] = floorf(fy);
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r_co[0] = fx;
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r_co[1] = fy;
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/* check if the point is behind the view, we need to flip in this case */
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if (UNLIKELY((flag & V3D_PROJ_TEST_CLIP_NEAR) == 0) && (vec4[3] < 0.0f)) {
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