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Fix Y offsets on scaled textures in OpenGL
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1 changed files with 6 additions and 4 deletions
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@ -1146,18 +1146,20 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// check TOP TEXTURE
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if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture)
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{
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fixed_t texheight = FixedDiv(textureheight[gl_toptexture], gl_sidedef->scaley_top);
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// PEGGING
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if (gl_linedef->flags & ML_DONTPEGTOP)
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texturevpeg = 0;
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else if (gl_linedef->flags & ML_SKEWTD)
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texturevpeg = worldhigh + textureheight[gl_toptexture] - worldtop;
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texturevpeg = worldhigh + texheight - worldtop;
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else
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texturevpeg = gl_backsector->ceilingheight + textureheight[gl_toptexture] - gl_frontsector->ceilingheight;
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texturevpeg = gl_backsector->ceilingheight + texheight - gl_frontsector->ceilingheight;
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texturevpeg += gl_sidedef->rowoffset + gl_sidedef->offsety_top;
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// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
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texturevpeg %= textureheight[gl_toptexture];
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texturevpeg %= texheight;
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grTex = HWR_GetTexture(gl_toptexture);
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xscale = FIXED_TO_FLOAT(gl_sidedef->scalex_top) * grTex->scaleX;
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@ -1219,7 +1221,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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texturevpeg += gl_sidedef->rowoffset + gl_sidedef->offsety_bot;
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// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
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texturevpeg %= textureheight[gl_bottomtexture];
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texturevpeg %= FixedDiv(textureheight[gl_bottomtexture], gl_sidedef->scaley_bot);
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grTex = HWR_GetTexture(gl_bottomtexture);
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xscale = FIXED_TO_FLOAT(gl_sidedef->scalex_bot) * grTex->scaleX;
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