- check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way.

This commit is contained in:
Christoph Oelckers 2017-03-02 12:14:00 +01:00
parent cfda1a49d4
commit 3532e50575

View file

@ -665,7 +665,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
bool isPicnumOverride = thing->picnum.isValid(); bool isPicnumOverride = thing->picnum.isValid();
// Don't waste time projecting sprites that are definitely not visible. // Don't waste time projecting sprites that are definitely not visible.
if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles()) if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles()))
{ {
return; return;
} }