Added tex max check
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@@ -102,12 +102,13 @@ void Renderer::changeTexture(Texture *t_tex)
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void Renderer::draw(Sprite &t_sprite)
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void Renderer::draw(Sprite &t_sprite)
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{
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{
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texrect_t rect;
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texrect_t rect;
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float texS = 128.0F;
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float texMax = t_sprite.size.x > t_sprite.size.y ? t_sprite.size.x : t_sprite.size.y;
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float texT = 128.0F;
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float texS = texMax;
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float texT = texMax;
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if (t_sprite.size.x > t_sprite.size.y)
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if (t_sprite.size.x > t_sprite.size.y)
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texT = 128.0F / (t_sprite.size.x / t_sprite.size.y);
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texT = texMax / (t_sprite.size.x / t_sprite.size.y);
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else if (t_sprite.size.y > t_sprite.size.x)
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else if (t_sprite.size.y > t_sprite.size.x)
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texS = 128.0F / (t_sprite.size.y / t_sprite.size.x);
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texS = texMax / (t_sprite.size.y / t_sprite.size.x);
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rect.t0.s = t_sprite.isFlippedHorizontally() ? texS : 0.0F;
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rect.t0.s = t_sprite.isFlippedHorizontally() ? texS : 0.0F;
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rect.t0.t = t_sprite.isFlippedVertically() ? texT : 0.0F;
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rect.t0.t = t_sprite.isFlippedVertically() ? texT : 0.0F;
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rect.t1.s = t_sprite.isFlippedHorizontally() ? 0.0F : texS;
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rect.t1.s = t_sprite.isFlippedHorizontally() ? 0.0F : texS;
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