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- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
This looks like it fixes a few render glitches.
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1 changed files with 1 additions and 12 deletions
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@ -818,9 +818,6 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
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dm1.x = xbr;
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}
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dm0.x -= DOMOST_OFFSET;
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dm1.x += DOMOST_OFFSET;
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drawpoly_alpha = 0.f;
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drawpoly_blend = 0;
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@ -894,14 +891,6 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
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float const rdx = 1.f/dx;
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for (bssize_t i = 0; i < scnt; i++)
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{
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if (spx[i] < x0)
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spx[i] = x0;
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else if (spx[i] > x1)
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spx[i] = x1;
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}
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for (bssize_t z=0, vcnt=0; z<=scnt; z++,i=vcnt)
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{
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float t;
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@ -1565,7 +1554,7 @@ static void polymost_internal_nonparallaxed(vec2f_t n0, vec2f_t n1, float ryp0,
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{
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int const have_floor = sectnum & MAXSECTORS;
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sectnum &= ~MAXSECTORS;
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usectortype const * const sec = (usectortype *)§or[sectnum];
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auto const sec = (usectorptr_t)§or[sectnum];
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// comments from floor code:
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//(singlobalang/-16384*(sx-ghalfx) + 0*(sy-ghoriz) + (cosviewingrangeglobalang/16384)*ghalfx)*d + globalposx = u*16
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