rendered paste body {
byte *tmpscr;
int i, j;
static int disStart = 0;
int newpix;
float sine;
tmpscr = malloc(vid.width*vid.height*vid.bpp);
for(j=0; j < vid.height; j++)
{
sine = (float)(sin(disStart)*2);
for(i=0; i<vid.width; i++)
{
/* newpix = (int)(i + (float)sine);
if(newpix < 0)
newpix = 0;
if(newpix >= vid.width)
newpix = vid.width-1;*/
newpix = i;
tmpscr[j*vid.width + i] = screens[0][j*vid.width+newpix];
}
disStart++;//the offset into the displacement map, increment each game loop
}
VID_BlitLinearScreen(tmpscr, screens[0], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, ScreenPitch);
free(tmpscr);