- reinstate the old code for rendering the first portal without stencil

The previous commit fixes the true issue causing the problems - with this back the restriction is not needed anymore.
This commit is contained in:
Christoph Oelckers 2021-05-07 00:26:22 +02:00
parent db1cf63e7a
commit 79823b430c

View file

@ -118,13 +118,42 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
HWPortal* best = nullptr;
unsigned bestindex = 0;
if (recursion > 0 || outer_di->Portals.Size() != 1 || !outer_di->Portals[0]->IsSky()) return false;
// Find the one with the highest amount of lines.
// Normally this is also the one that saves the largest amount
// of time by drawing it before the scene itself.
auto& portals = outer_di->Portals;
for (int i = portals.Size() - 1; i >= 0; --i)
{
auto p = portals[i];
if (p->lines.Size() > 0 && p->IsSky())
{
// Cannot clear the depth buffer inside a portal recursion
if (recursion && p->NeedDepthBuffer()) continue;
best = outer_di->Portals[0];
outer_di->Portals.Clear();
RenderPortal(best, state, false, outer_di);
delete best;
return true;
if (!best || p->lines.Size() > best->lines.Size())
{
best = p;
bestindex = i;
}
// If the portal area contains the current camera viewpoint, let's always use it because it's likely to give the largest area.
if (p->boundingBox.contains(outer_di->Viewpoint.Pos))
{
best = p;
bestindex = i;
break;
}
}
}
if (best)
{
portals.Delete(bestindex);
RenderPortal(best, state, false, outer_di);
delete best;
return true;
}
return false;
}