Non-Uniform Scaling.


Ok, Zoomer

Non-uniform scaling as been a point of contention for my last few posts. The root of the problem lies in truncating co-ordinates when translating them from decimal values to whole numbers, i.e. when casting from float to int. I intended to edit the code to accommodate for integer scaling only. This will now be an option instead of the default.

A part of the problem was having the brush artifact and the timemap itself work on two separate grids. Grids that scaled relative to their respective sizes. This created disproportion when they couldn't align exactly. The solution: it seems obvious now but, alignment to a global co-ordinate system instead of relative local ones.

Zooming is now generic and functioning as intended.  However, it does promote the need to refactor the code. Just a little.

This was such a bug bear for me and I'm so happy to have slain the beast!

Size Matters

I have to admit that restricting the view to a resolution of 1024x768 in this day and age when 1080p has been the norm for, well, a while now seem silly. And, I admit, it's silly! Having to rewrite the default resizing function for the tilemap and brush motif inspired me to get this done. Really, it's something that should have been included and considered more at the start instead of an afterthought.

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