split GetSourceToImageCoordsRatio(), GetSourceWidth(), GetTextureWidth()
into more correct X, Y versions
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@@ -131,7 +131,7 @@ void FontPage::SetTextureCoords( const vector<int> &widths, int iAdvanceExtraPix
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++g.m_fWidth;
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}
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const float fTexCoordsToChopOff = iSourcePixelsToChopOff * m_pTexture->GetSourceToTexCoordsRatio();
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const float fTexCoordsToChopOff = iSourcePixelsToChopOff * m_pTexture->GetSourceToTexCoordsRatioX();
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g.m_TexRect.left += fTexCoordsToChopOff/2;
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g.m_TexRect.right -= fTexCoordsToChopOff/2;
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@@ -166,8 +166,8 @@ void FontPage::SetExtraPixels( int iDrawExtraPixelsLeft, int iDrawExtraPixelsRig
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float fExtraRight = min( float(iDrawExtraPixelsRight), (iFrameWidth-fCharWidth)/2.0f );
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/* Move left and expand right. */
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m_aGlyphs[i].m_TexRect.left -= fExtraLeft * m_pTexture->GetSourceToTexCoordsRatio();
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m_aGlyphs[i].m_TexRect.right += fExtraRight * m_pTexture->GetSourceToTexCoordsRatio();
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m_aGlyphs[i].m_TexRect.left -= fExtraLeft * m_pTexture->GetSourceToTexCoordsRatioX();
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m_aGlyphs[i].m_TexRect.right += fExtraRight * m_pTexture->GetSourceToTexCoordsRatioX();
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m_aGlyphs[i].m_fHshift -= fExtraLeft;
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m_aGlyphs[i].m_fWidth += fExtraLeft + fExtraRight;
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}
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@@ -42,9 +42,12 @@ public:
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int GetImageFrameHeight() const {return GetImageHeight() / GetFramesHigh();}
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/* Use these to convert between the different coordinate systems: */
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float GetSourceToImageCoordsRatio() const { return float(GetImageWidth()) / GetSourceWidth(); }
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float GetImageToTexCoordsRatio() const { return 1.0f / GetTextureWidth(); }
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float GetSourceToTexCoordsRatio() const { return GetSourceToImageCoordsRatio() * GetImageToTexCoordsRatio(); }
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float GetSourceToImageCoordsRatioX() const { return float(GetImageWidth()) / GetSourceWidth(); }
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float GetImageToTexCoordsRatioX() const { return 1.0f / GetTextureWidth(); }
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float GetSourceToTexCoordsRatioX() const { return GetSourceToImageCoordsRatioX() * GetImageToTexCoordsRatioX(); }
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float GetSourceToImageCoordsRatioY() const { return float(GetImageHeight()) / GetSourceHeight(); }
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float GetImageToTexCoordsRatioY() const { return 1.0f / GetTextureHeight(); }
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float GetSourceToTexCoordsRatioY() const { return GetSourceToImageCoordsRatioY() * GetImageToTexCoordsRatioY(); }
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const RectF *GetTextureCoordRect( int frameNo ) const;
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int GetNumFrames() const { return m_iFramesWide*m_iFramesHigh; }
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