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- fixed: Now fully fixed the 3d floor + fog boundary issue.
- Revert "- Partially fixed the 3d floors + fogboundary issue. There's still an issue when a sprite appears in front of a fog boundary, but because this is already a huge visual improvement I am going to go ahead and push this."
This reverts commit 7e292fbfec
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This commit is contained in:
parent
7e292fbfec
commit
e290274fb7
3 changed files with 2 additions and 6 deletions
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@ -163,12 +163,10 @@ namespace swrenderer
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if (ds->fake) continue;
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if (ds->fake) continue;
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if (ds->maskedtexturecol != nullptr || ds->bFogBoundary)
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if (ds->maskedtexturecol != nullptr || ds->bFogBoundary)
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{
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{
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if (renew && ds->bRenewDrawn)
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continue;
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RenderDrawSegment renderer(Thread);
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RenderDrawSegment renderer(Thread);
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renderer.Render(ds, ds->x1, ds->x2);
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renderer.Render(ds, ds->x1, ds->x2);
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if (renew && ds->bFogBoundary)
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if (renew && ds->bFogBoundary) // don't draw fogboundary again
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ds->bRenewDrawn = true;
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ds->bFogBoundary = false;
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}
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}
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}
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}
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}
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}
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@ -85,7 +85,6 @@ namespace swrenderer
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void DrawSegmentList::Push(DrawSegment *segment)
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void DrawSegmentList::Push(DrawSegment *segment)
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{
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{
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segment->bRenewDrawn = false;
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Segments.Push(segment);
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Segments.Push(segment);
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}
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}
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@ -39,7 +39,6 @@ namespace swrenderer
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uint8_t silhouette; // 0=none, 1=bottom, 2=top, 3=both
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uint8_t silhouette; // 0=none, 1=bottom, 2=top, 3=both
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uint8_t bFogBoundary;
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uint8_t bFogBoundary;
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uint8_t bFakeBoundary; // for fake walls
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uint8_t bFakeBoundary; // for fake walls
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bool bRenewDrawn;
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int shade;
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int shade;
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bool foggy;
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bool foggy;
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