g_rlayer_water: Boolean = true;
g_rlayer_fore: Boolean = true;
+ g_dbg_scale_05: Boolean = false;
+
procedure g_ResetDynlights ();
procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
- g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ if g_dbg_scale_05 then
+ begin
+ g_Map_CollectDrawPanels(sX, sY, sWidth*2, sHeight*2);
+ end
+ else
+ begin
+ g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ end;
end;
profileFrameDraw.sectionEnd();
g_Map_DrawBack(backXOfs, backYOfs);
profileFrameDraw.sectionEnd();
- if (setTransMatrix) then glTranslatef(transX, transY, 0);
+ if (setTransMatrix) then
+ begin
+ if g_dbg_scale_05 then
+ begin
+ glScalef(0.5, 0.5, 1.0);
+ glTranslatef(transX, transY, 0);
+ end
+ else
+ begin
+ glTranslatef(transX, transY, 0);
+ end;
+ end;
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
conRegVar('mon_think', @gmon_debug_think, 'enable/disable monster thinking', 'monster thinking', true);
conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
+
+ conRegVar('dbg_scale_half', @g_dbg_scale_05, 'experimental deBUG scale*0.5 mode', 'Scale0.5', true);
end.
glScissor(0, gWinSizeY-gPlayerScreenSize.Y-1, vpw, vph);
glPushMatrix();
+ if g_dbg_scale_05 then glScalef(0.5, 0.5, 1.0);
glTranslatef(-vpx, -vpy, 0);
if (showGrid) then drawTileGrid();
with ggItems[i] do
begin
- if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
+ if g_dbg_scale_05 or g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
if (Animation = nil) then
begin
o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
// Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
- if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
- sX-128, sY-128, sWidth+256, sHeight+256) then
- Exit;
+ if not g_dbg_scale_05 then
+ begin
+ if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
+ sX-128, sY-128, sWidth+256, sHeight+256) then
+ Exit;
+ end;
// Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
if FState = MONSTATE_DEAD then
begin
if {Enabled and} (FCurTexture >= 0) and
(Width > 0) and (Height > 0) and (FAlpha < 255) and
- g_Collide(X, Y, Width, Height,
- sX, sY, sWidth, sHeight) then
+ (g_dbg_scale_05 or g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)) then
begin
if FTextureIDs[FCurTexture].Anim then
begin // Àíèìèðîâàííàÿ òåêñòóðà