␉␉␉{␊ |
␉␉␉␉float inverseTexW = 1.0f / (float) texture.Width;␊ |
␉␉␉␉float inverseTexH = 1.0f / (float) texture.Height;␊ |
␊ |
␉␉␉␉sourceX = sourceRectangle.Value.X * inverseTexW;␊ |
␉␉␉␉sourceY = sourceRectangle.Value.Y * inverseTexH;␊ |
␉␉␉␉sourceW = Math.Max(␊ |
|
␉␉␉␉␉sourceRectangle.Value.Height,␊ |
␉␉␉␉␉MathHelper.MachineEpsilonFloat␊ |
␉␉␉␉) * inverseTexH;␊ |
␊ |
␉␉␉␉originX = (origin.X / sourceW) * inverseTexW;␊ |
␉␉␉␉originY = (origin.Y / sourceH) * inverseTexH;␊ |
␊ |
|
␉␉␉␉sourceY = 0.0f;␊ |
␉␉␉␉sourceW = 1.0f;␊ |
␉␉␉␉sourceH = 1.0f;␊ |
␊ |
␉␉␉␉originX = origin.X * (1.0f / (float) texture.Width);␊ |
␉␉␉␉originY = origin.Y * (1.0f / (float) texture.Height);␊ |
␊ |
␉␉␉␉if (!destSizeInPixels)␊ |
␉␉␉␉{␊ |
␉␉␉␉␉destW *= texture.Width;␊ |