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- softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
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parent
0a139e90fb
commit
6d6ee1281e
1 changed files with 14 additions and 24 deletions
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@ -148,8 +148,6 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
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sector_t *frontsector = sub->sector;
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECMF_DRAWN;
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frontsector->MoreFlags |= SECMF_DRAWN;
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bool mainBSP = sub->polys == nullptr;
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if (sub->polys)
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if (sub->polys)
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{
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{
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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@ -172,35 +170,27 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
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{
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{
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RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
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RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
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}
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}
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Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
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}
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}
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else
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PolyTransferHeights fakeflat(sub);
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Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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{
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PolyTransferHeights fakeflat(sub);
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if (Cull.IsLineSegVisible(subsectorDepth, i))
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Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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{
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if (Cull.IsLineSegVisible(subsectorDepth, i))
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seg_t *line = &sub->firstline[i];
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{
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RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
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seg_t *line = &sub->firstline[i];
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RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
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}
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}
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}
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}
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}
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if (mainBSP)
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int subsectorIndex = sub->Index();
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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{
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int subsectorIndex = sub->Index();
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particle_t *particle = Particles + i;
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
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{
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particle_t *particle = Particles + i;
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
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}
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}
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}
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}
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}
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