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Polyobject top/bottom texture + translucency
polyobjects do have top/bottom textures, silly. And translucency.
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parent
0ee18be33b
commit
278f2e9b66
1 changed files with 13 additions and 10 deletions
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@ -1393,11 +1393,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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// check TOP TEXTURE
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if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture]
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#ifdef POLYOBJECTS // polyobjects don't have top textures, silly.
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&& !gr_curline->polyseg
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#endif
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)
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if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture])
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{
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if (drawtextured)
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{
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@ -1435,11 +1431,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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// check BOTTOM TEXTURE
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if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]
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#ifdef POLYOBJECTS // polyobjects don't have bottom textures, silly.
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&& !gr_curline->polyseg
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#endif
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) //only if VISIBLE!!!
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if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]) //only if VISIBLE!!!
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{
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if (drawtextured)
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{
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@ -1646,6 +1638,17 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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blendmode = PF_Masked;
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break;
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}
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#ifdef POLYOBJECTS
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if (gr_curline->polyseg && gr_curline->polyseg->translucency > 0)
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{
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if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
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return;
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blendmode = HWR_TranstableToAlpha(gr_curline->polyseg->translucency, &Surf);
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}
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#endif
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Translucent;
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