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author | richiesams | 2013-08-31 17:54:07 -0500 |
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committer | Willem Jan Palenstijn | 2013-09-24 13:59:40 +0200 |
commit | d2d375500954100cbb32a052baa00349ce1d3ec1 (patch) | |
tree | 0673caa8e7d1d1b2f7e36b5b3e62758b988bd393 | |
parent | 1ad594bd30e238f4da7f686d2680abbc1e1450bd (diff) | |
download | scummvm-rg350-d2d375500954100cbb32a052baa00349ce1d3ec1.tar.gz scummvm-rg350-d2d375500954100cbb32a052baa00349ce1d3ec1.tar.bz2 scummvm-rg350-d2d375500954100cbb32a052baa00349ce1d3ec1.zip |
ZVISION: Fix tilt render table comment
-rw-r--r-- | engines/zvision/render_table.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/zvision/render_table.cpp b/engines/zvision/render_table.cpp index 1f3e556090..5fd7a16cac 100644 --- a/engines/zvision/render_table.cpp +++ b/engines/zvision/render_table.cpp @@ -200,7 +200,7 @@ void RenderTable::generateTiltLookupTable() { for (uint y = 0; y < _numRows; y++) { // Add an offset of 0.01 to overcome zero tan/atan issue (horizontal line on half of screen) - // Alpha represents the horizontal angle between the viewer at the center of a cylinder and y + // Alpha represents the vertical angle between the viewer at the center of a cylinder and y float alpha = atan(((float)y - halfHeight + 0.01f) / cylinderRadius); // To get y in cylinder coordinates, we just need to calculate the arc length |