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- made some tweaks to the anti-z-fighting code in Polymost.
It now picks the minimum of the current formula and the one from before June 2017 - the current one was causing problems with sprites in the distance so now the old one is used as an upper bound.
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2 changed files with 9 additions and 7 deletions
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@ -3786,8 +3786,11 @@ static int32_t polymost_lintersect(int32_t x1, int32_t y1, int32_t x2, int32_t y
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return rv;
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}
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#define TSPR_OFFSET_FACTOR .000008f
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#define TSPR_OFFSET(tspr) ((TSPR_OFFSET_FACTOR + ((tspr->owner != -1 ? tspr->owner & 63 : 1) * TSPR_OFFSET_FACTOR)) * (float)sepdist(globalposx - tspr->x, globalposy - tspr->y, globalposz - tspr->z) * 0.025f)
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#define TSPR_OFFSET_FACTOR .0002f
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#define TSPR_OFFSET(tspr) (TSPR_OFFSET_FACTOR + ((tspr->owner != -1 ? tspr->owner & 63 : 0) * TSPR_OFFSET_FACTOR))
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#define TSPR_OFFSET_FACTOR2 .000008f
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#define TSPR_OFFSET2(tspr) ((TSPR_OFFSET_FACTOR + ((tspr->owner != -1 ? tspr->owner & 63 : 1) * TSPR_OFFSET_FACTOR)) * (float)sepdist(globalposx - tspr->x, globalposy - tspr->y, globalposz - tspr->z) * 0.025f)
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void polymost_drawsprite(int32_t snum)
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@ -3905,10 +3908,11 @@ void polymost_drawsprite(int32_t snum)
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int const ang = (getangle(tspr->x - globalposx, tspr->y - globalposy) + 1024) & 2047;
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float const foffs = TSPR_OFFSET(tspr);
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float foffs = TSPR_OFFSET(tspr);
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float foffs2 = TSPR_OFFSET(tspr);
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if (fabs(foffs2) < fabs(foffs)) foffs = foffs2;
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vec2f_t const offs = { (float) (sintable[(ang + 512) & 2047] >> 6) * foffs,
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(float) (sintable[(ang) & 2047] >> 6) * foffs };
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vec2f_t const offs = { (float)(sintable[(ang + 512) & 2047] >> 6)* foffs, (float) (sintable[(ang) & 2047] >> 6) * foffs };
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vec2f_t s0 = { (float)(tspr->x - globalposx) + offs.x,
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(float)(tspr->y - globalposy) + offs.y};
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@ -322,8 +322,6 @@ void InitFileSystem(TArray<GrpEntry>& groups)
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i--;
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}
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const char* key;
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const char* value;
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D_AddConfigFiles(Files, "Global.Autoload", "*.grp", GameConfig);
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long len;
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