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We shall not leave the viewport transform to be rounded by the code for rounding canvas items. Since the viewport transform is inverse to the camera transform, we get incorrect rounding at the halfway point that misaligns the viewport and the canvas item which the camera is following. Instead, reintroduce viewport rounding, but do it in a way that matches the rounding of canvas items. Also take into account the half-pixel offset of the centre point when viewport dimension is not divisible by two. For `CanvasLayer`s that follows viewport, take into account the scale when rounding. Overall this should work better compared to the rounding in Godot 4.2 (and earlier). |
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.. | ||
audio | ||
camera | ||
debugger | ||
display | ||
extensions | ||
movie_writer | ||
navigation | ||
physics_2d | ||
rendering | ||
text | ||
xr | ||
audio_server.cpp | ||
audio_server.h | ||
camera_server.cpp | ||
camera_server.h | ||
display_server_headless.h | ||
display_server.cpp | ||
display_server.h | ||
navigation_server_2d_dummy.h | ||
navigation_server_2d.cpp | ||
navigation_server_2d.h | ||
navigation_server_3d_dummy.h | ||
navigation_server_3d.cpp | ||
navigation_server_3d.h | ||
physics_server_2d_wrap_mt.cpp | ||
physics_server_2d_wrap_mt.h | ||
physics_server_2d.cpp | ||
physics_server_2d.h | ||
physics_server_3d_dummy.h | ||
physics_server_3d_wrap_mt.cpp | ||
physics_server_3d_wrap_mt.h | ||
physics_server_3d.cpp | ||
physics_server_3d.h | ||
register_server_types.cpp | ||
register_server_types.h | ||
rendering_server.compat.inc | ||
rendering_server.cpp | ||
rendering_server.h | ||
SCsub | ||
server_wrap_mt_common.h | ||
text_server.compat.inc | ||
text_server.cpp | ||
text_server.h | ||
xr_server.compat.inc | ||
xr_server.cpp | ||
xr_server.h |