Fix floating point precision loss in renderer [part 1]

Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.

I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
This commit is contained in:
Zack Middleton 2017-08-02 22:39:27 -05:00
parent 9c4c363ccc
commit 30fdd88c9f
8 changed files with 63 additions and 47 deletions

View file

@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ri.ftol( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
static float *TableForFunc( genFunc_t func )
{
@ -776,16 +776,18 @@ void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
*/
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{
float timeScale = tess.shaderTime;
float adjustedScrollS, adjustedScrollT;
double timeScale;
double adjustedScrollS, adjustedScrollT;
timeScale = tess.shaderTime;
adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
adjustedScrollS = (double)adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = (double)adjustedScrollT - floor( adjustedScrollT );
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
@ -805,9 +807,9 @@ void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
*/
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
{
float timeScale = tess.shaderTime;
float degs;
int index;
double timeScale = tess.shaderTime;
double degs;
int64_t index;
float sinValue, cosValue;
degs = -degsPerSecond * timeScale;