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engine: client: enable half-texel hack for nearest filtering too, if the scaling factor isn't an integer
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@@ -306,21 +306,22 @@ void SPR_AdjustSize( float *x, float *y, float *w, float *h )
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static void SPR_AdjustTexCoords( int texnum, float width, float height, float *s1, float *t1, float *s2, float *t2 )
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{
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if( REF_GET_PARM( PARM_TEX_FILTERING, texnum ))
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{
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if( refState.width != clgame.scrInfo.iWidth )
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{
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// align to texel if scaling
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*s1 += 0.5f;
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*s2 -= 0.5f;
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}
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const qboolean filtering = REF_GET_PARM( PARM_TEX_FILTERING, texnum );
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const int xremainder = refState.width % clgame.scrInfo.iWidth;
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const int yremainder = refState.height % clgame.scrInfo.iHeight;
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if( refState.height != clgame.scrInfo.iHeight )
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{
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// align to texel if scaling
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*t1 += 0.5f;
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*t2 -= 0.5f;
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}
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if(( filtering || xremainder ) && refState.width != clgame.scrInfo.iWidth )
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{
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// align to texel if scaling
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*s1 += 0.5f;
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*s2 -= 0.5f;
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}
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if(( filtering || yremainder ) && refState.height != clgame.scrInfo.iHeight )
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{
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// align to texel if scaling
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*t1 += 0.5f;
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*t2 -= 0.5f;
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}
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*s1 /= width;
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