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Fix vertical linedefs on slopes rendering improperly
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12202d94a9
commit
f4ea285f02
1 changed files with 4 additions and 4 deletions
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@ -1517,7 +1517,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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// left
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// left
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temp = xtoviewangle[start]+viewangle;
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temp = xtoviewangle[start]+viewangle;
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if (curline->v1->x == curline->v2->x) {
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/*if (curline->v1->x == curline->v2->x) {
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// Line seg is vertical, so no line-slope form for it
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// Line seg is vertical, so no line-slope form for it
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tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
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tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
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@ -1530,7 +1530,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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segleft.x = viewx;
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segleft.x = viewx;
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segleft.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
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segleft.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
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} else {
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} else */{
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// Both lines can be written in slope-intercept form, so figure out line intersection
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// Both lines can be written in slope-intercept form, so figure out line intersection
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float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
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float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
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@ -1551,7 +1551,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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// right
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// right
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temp = xtoviewangle[stop]+viewangle;
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temp = xtoviewangle[stop]+viewangle;
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if (curline->v1->x == curline->v2->x) {
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/*if (curline->v1->x == curline->v2->x) {
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// Line seg is vertical, so no line-slope form for it
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// Line seg is vertical, so no line-slope form for it
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tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
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tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
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@ -1564,7 +1564,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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segright.x = viewx;
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segright.x = viewx;
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segright.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
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segright.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
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} else {
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} else */{
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// Both lines can be written in slope-intercept form, so figure out line intersection
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// Both lines can be written in slope-intercept form, so figure out line intersection
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float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
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float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
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