Fix gl framedrops for 'double thok barriers'

This commit is contained in:
Latapostrophe 2019-06-23 14:17:57 +02:00
parent c96f5dba0c
commit f47ef3cf36

View file

@ -2378,7 +2378,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// From PrBoom:
//
// e6y: Check whether the player can look beyond this line
// e6y: Check whether the player can look beyond this line, returns true if we should stop rendering.
//
#ifdef NEWCLIP
boolean checkforemptylines = true;
@ -2425,25 +2425,12 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (backc1 <= frontf1 && backc2 <= frontf2)
{
checkforemptylines = false;
if (!seg->sidedef->toptexture)
return false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
if (backf1 >= frontc1 && backf2 >= frontc2)
{
checkforemptylines = false;
if (!seg->sidedef->bottomtexture)
return false;
// properly render skies (consider door "open" if both floors are sky):
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
@ -2461,12 +2448,6 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (!seg->sidedef->bottomtexture)
return false;
}
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
return false;
return true;
}