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Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn
This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
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parent
ab2cadd372
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0a887948eb
1 changed files with 2 additions and 10 deletions
12
src/r_segs.c
12
src/r_segs.c
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@ -2696,11 +2696,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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worldlowslope >>= 4;
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worldlowslope >>= 4;
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#endif
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#endif
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if (worldhigh < worldtop
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if (toptexture)
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#ifdef ESLOPE
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|| worldhighslope < worldtopslope
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#endif
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)
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{
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{
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pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
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pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
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pixhighstep = -FixedMul (rw_scalestep,worldhigh);
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pixhighstep = -FixedMul (rw_scalestep,worldhigh);
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@ -2713,11 +2709,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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#endif
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#endif
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}
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}
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if (worldlow > worldbottom
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if (bottomtexture)
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#ifdef ESLOPE
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|| worldlowslope > worldbottomslope
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#endif
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)
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{
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{
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pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
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pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
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pixlowstep = -FixedMul (rw_scalestep,worldlow);
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pixlowstep = -FixedMul (rw_scalestep,worldlow);
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