OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews

This commit is contained in:
Monster Iestyn 2016-06-01 18:51:38 +01:00
parent d86dc67218
commit bf85cc25bd

View file

@ -1719,12 +1719,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
texturevpegbottom = 0;
else if (gr_linedef->flags & ML_EFFECT1)
texturevpegbottom = worldtop - worldlow;
texturevpegbottom = worldbottom - worldlow;
else
texturevpegbottom = gr_frontsector->ceilingheight - gr_backsector->floorheight;
texturevpegbottom = gr_frontsector->floorheight - gr_backsector->floorheight;
#else
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpegbottom = worldtop - worldlow;
texturevpegbottom = worldbottom - worldlow;
else
texturevpegbottom = 0;
#endif
@ -1752,9 +1752,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
else if (gr_linedef->flags & ML_DONTPEGBOTTOM)
{
// Skewed by bottom
wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
wallVerts[2].t = wallVerts[3].t - (worldlowslope - worldlow) * grTex->scaleY;
wallVerts[1].t = wallVerts[2].t - (worldbottomslope - worldlowslope) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
//wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this
wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY;
}
else
{