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Restored effect of negative horizontal texture scale in software renderer
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73ed351144
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08bf08f297
1 changed files with 4 additions and 4 deletions
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@ -2046,11 +2046,11 @@ void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float xrepeat = (float)walxrepeat;
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float xrepeat = (float)fabs(walxrepeat);
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float depthScale = (float)(WallT.InvZstep * WallTMapScale2);
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float depthOrg = (float)(-WallT.UoverZstep * WallTMapScale2);
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if (xrepeat < 0.0f)
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if (walxrepeat < 0.0)
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{
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for (int x = x1; x < x2; x++)
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{
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@ -2084,9 +2084,9 @@ void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float xrepeat = (float)walxrepeat;
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float xrepeat = (float)fabs(walxrepeat);
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if (xrepeat < 0.0f)
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if (walxrepeat < 0.0f)
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{
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for (int x = x1; x < x2; x++)
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{
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