- Draw sloped 3d floors

This commit is contained in:
Magnus Norddahl 2017-08-18 20:19:17 +02:00
parent 54abe5f5d4
commit c144eefdad
1 changed files with 2 additions and 4 deletions

View File

@ -49,7 +49,6 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->bottom.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
@ -58,7 +57,7 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
//fakeFloor->alpha
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
if (fakeFloor->bottom.plane->isSlope() || (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)))
{
RenderPolyPlane plane;
plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, false, fakeFloor);
@ -71,7 +70,6 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->top.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
@ -80,7 +78,7 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
//fakeFloor->alpha
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
if (fakeFloor->bottom.plane->isSlope() || (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)))
{
RenderPolyPlane plane;
plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, true, fakeFloor);