- use proper map section for wall mirror portal

https://forum.zdoom.org/viewtopic.php?t=60671
This commit is contained in:
alexey.lysiuk 2018-05-29 12:16:20 +03:00
parent a0695cbb48
commit f06ee10495

View file

@ -874,6 +874,8 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
return; return;
} }
di->UpdateCurrentMapSection();
di->mClipPortal = this; di->mClipPortal = this;
DAngle StartAngle = r_viewpoint.Angles.Yaw; DAngle StartAngle = r_viewpoint.Angles.Yaw;
DVector3 StartPos = r_viewpoint.Pos; DVector3 StartPos = r_viewpoint.Pos;
@ -943,8 +945,6 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
angle_t a1 = linedef->v2->GetClipAngle(); angle_t a1 = linedef->v2->GetClipAngle();
di->mClipper->SafeAddClipRange(a1,a2); di->mClipper->SafeAddClipRange(a1,a2);
di->UpdateCurrentMapSection();
gl_RenderState.SetClipLine(linedef); gl_RenderState.SetClipLine(linedef);
gl_RenderState.EnableClipLine(true); gl_RenderState.EnableClipLine(true);
drawer->DrawScene(di, DM_PORTAL); drawer->DrawScene(di, DM_PORTAL);