src/game/TileEngine/Isometric_Utils.cc
void FloatFromCellToScreenCoordinates( FLOAT dCellX, FLOAT dCellY, FLOAT *pdScreenX, FLOAT *pdScreenY )
{
	FLOAT dScreenX, dScreenY;

	dScreenX = ( 2 * dCellX ) - ( 2 * dCellY );
	dScreenY = dCellX + dCellY;

	*pdScreenX = dScreenX;
	*pdScreenY = dScreenY;
}
// These two functions take into account that our world is projected and attached
// to the screen (0,0) in a specific way, and we MUSt take that into account then
// determining screen coords
These two functions take into account that our world is projected and attached
to the screen (0,0) in a specific way, and we MUSt take that into account then
determining screen coords
These two functions take into account that our world is projected and attached to the screen ( 0 0 ) in a specific way and we MUSt take that into account then determining screen coords
void FloatFromCellToScreenCoordinates( FLOAT dCellX, FLOAT dCellY, FLOAT *pdScreenX, FLOAT *pdScreenY )
{
	FLOAT dScreenX, dScreenY;
	dScreenX = ( 2 * dCellX ) - ( 2 * dCellY );
	dScreenY = dCellX + dCellY;
	*pdScreenX = dScreenX;
	*pdScreenY = dScreenY;
}
void FloatFromCellToScreenCoordinates ( FLOAT dCellX , FLOAT dCellY , FLOAT * pdScreenX , FLOAT * pdScreenY ) { FLOAT dScreenX , dScreenY ; dScreenX = ( 2 * dCellX ) - ( 2 * dCellY ) ; dScreenY = dCellX + dCellY ; * pdScreenX = dScreenX ; * pdScreenY = dScreenY ; }
These two functions take into account that our world is projected and attached
to the screen (0,0) in a specific way, and we MUSt take that into account then
determining screen coords
These two functions take into account that our world is projected and attached to the screen ( 0 0 ) in a specific way and we MUSt take that into account then determining screen coords