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Merge branch 'floorspriteslope-interp-disable' into 'next'
Disable floor splat slope interpolation See merge request STJr/SRB2!1934
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commit
404492cb30
2 changed files with 11 additions and 10 deletions
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@ -4102,7 +4102,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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scale *= spr->shadowscale;
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if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD)
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angle = spr->angle;
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angle = spr->mobj->angle;
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else
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angle = viewangle;
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@ -4157,8 +4157,8 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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// Translate
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for (i = 0; i < 4; i++)
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{
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wallVerts[i].x = rotated[i].x + spr->x1;
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wallVerts[i].z = rotated[i].y + spr->z1;
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wallVerts[i].x = rotated[i].x + FIXED_TO_FLOAT(spr->mobj->x);
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wallVerts[i].z = rotated[i].y + FIXED_TO_FLOAT(spr->mobj->y);
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}
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if (renderflags & (RF_SLOPESPLAT | RF_OBJECTSLOPESPLAT))
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@ -11,6 +11,7 @@
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/// \brief Floor splats
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#include "r_draw.h"
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#include "r_fps.h"
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#include "r_main.h"
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#include "r_splats.h"
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#include "r_bsp.h"
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@ -185,7 +186,7 @@ void R_DrawFloorSplat(vissprite_t *spr)
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splat.scale = FixedMul(splat.scale, ((skin_t *)mobj->skin)->highresscale);
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if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD)
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splatangle = spr->centerangle;
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splatangle = mobj->angle;
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else
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splatangle = spr->viewpoint.angle;
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@ -209,8 +210,8 @@ void R_DrawFloorSplat(vissprite_t *spr)
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xoffset = FixedMul(leftoffset, splat.xscale);
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yoffset = FixedMul(topoffset, splat.yscale);
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x = spr->gx;
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y = spr->gy;
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x = mobj->x;
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y = mobj->y;
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w = (splat.width * splat.xscale);
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h = (splat.height * splat.yscale);
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@ -263,8 +264,8 @@ void R_DrawFloorSplat(vissprite_t *spr)
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// Translate
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for (i = 0; i < 4; i++)
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{
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tr_x = rotated[i].x + x;
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tr_y = rotated[i].y + y;
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tr_x = rotated[i].x + mobj->x;
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tr_y = rotated[i].y + mobj->y;
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if (splat.slope)
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{
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@ -292,8 +293,8 @@ void R_DrawFloorSplat(vissprite_t *spr)
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tr_y = v3d->y - spr->viewpoint.y;
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// rotation around vertical y axis
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rot_x = FixedMul(tr_x, sa) - FixedMul(tr_y, ca);
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rot_y = FixedMul(tr_x, ca) + FixedMul(tr_y, sa);
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rot_x = FixedMul(tr_x - (mobj->x - x), sa) - FixedMul(tr_y - (mobj->y - y), ca);
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rot_y = FixedMul(tr_x - (mobj->x - x), ca) + FixedMul(tr_y - (mobj->y - y), sa);
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rot_z = v3d->z - spr->viewpoint.z;
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if (rot_y < FRACUNIT)
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