diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index c0a3514e..51ce37d3 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2190,6 +2190,10 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) else if (drawtextured) { fixed_t texturevpeg; + boolean attachtobottom = false; +#ifdef ESLOPE + boolean slopeskew = false; // skew FOF walls with slopes? +#endif // Wow, how was this missing from OpenGL for so long? // ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software @@ -2197,24 +2201,50 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (newline) { texturevpeg = sides[newline->sidenum[0]].rowoffset; - if (newline->flags & ML_DONTPEGBOTTOM) - texturevpeg -= *rover->topheight - *rover->bottomheight; + attachtobottom = !!(newline->flags & ML_DONTPEGBOTTOM); +#ifdef ESLOPE + slopeskew = !!(newline->flags & ML_DONTPEGTOP); +#endif } else { texturevpeg = sides[rover->master->sidenum[0]].rowoffset; - if (gr_linedef->flags & ML_DONTPEGBOTTOM) - texturevpeg -= *rover->topheight - *rover->bottomheight; + attachtobottom = !!(gr_linedef->flags & ML_DONTPEGBOTTOM); +#ifdef ESLOPE + slopeskew = !!(rover->master->flags & ML_DONTPEGTOP); +#endif } grTex = HWR_GetTexture(texnum); #ifdef ESLOPE - wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; - wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY; - wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; - wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY; + if (!slopeskew) // no skewing + { + if (attachtobottom) + texturevpeg -= *rover->topheight - *rover->bottomheight; + wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; + wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY; + wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; + wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY; + } + else + { + if (!attachtobottom) // skew by top + { + wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; + wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY; + wallVerts[1].t = (hS - lS + texturevpeg) * grTex->scaleY; + } + else // skew by bottom + { + wallVerts[0].t = wallVerts[1].t = texturevpeg * grTex->scaleY; + wallVerts[3].t = wallVerts[0].t - (h - l) * grTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (hS - lS) * grTex->scaleY; + } + } #else + if (attachtobottom) + texturevpeg -= *rover->topheight - *rover->bottomheight; wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; wallVerts[0].t = wallVerts[1].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; #endif