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OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
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1 changed files with 6 additions and 6 deletions
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@ -1719,12 +1719,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
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texturevpegbottom = 0;
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else if (gr_linedef->flags & ML_EFFECT1)
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texturevpegbottom = worldtop - worldlow;
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texturevpegbottom = worldbottom - worldlow;
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else
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texturevpegbottom = gr_frontsector->ceilingheight - gr_backsector->floorheight;
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texturevpegbottom = gr_frontsector->floorheight - gr_backsector->floorheight;
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#else
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if (gr_linedef->flags & ML_DONTPEGBOTTOM)
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texturevpegbottom = worldtop - worldlow;
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texturevpegbottom = worldbottom - worldlow;
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else
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texturevpegbottom = 0;
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#endif
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@ -1752,9 +1752,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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else if (gr_linedef->flags & ML_DONTPEGBOTTOM)
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{
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// Skewed by bottom
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wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
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wallVerts[2].t = wallVerts[3].t - (worldlowslope - worldlow) * grTex->scaleY;
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wallVerts[1].t = wallVerts[2].t - (worldbottomslope - worldlowslope) * grTex->scaleY;
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wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
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//wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this
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wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY;
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}
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else
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{
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