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- fixed: When looking through a plane mirror the portal plane exclusion logic needs to be flipped, because the mirror inverts the vertical view direction.
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1 changed files with 3 additions and 0 deletions
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@ -777,6 +777,8 @@ void GLPlaneMirrorPortal::DrawContents()
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ClearScreen();
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ClearScreen();
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return;
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return;
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}
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}
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// A plane mirror needs to flip the portal exclusion logic because inside the mirror, up is down and down is up.
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std::swap(instack[sector_t::floor], instack[sector_t::ceiling]);
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int old_pm=PlaneMirrorMode;
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int old_pm=PlaneMirrorMode;
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@ -794,6 +796,7 @@ void GLPlaneMirrorPortal::DrawContents()
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gl_RenderState.SetClipHeight(0.f, 0.f);
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gl_RenderState.SetClipHeight(0.f, 0.f);
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PlaneMirrorFlag--;
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PlaneMirrorFlag--;
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PlaneMirrorMode=old_pm;
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PlaneMirrorMode=old_pm;
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std::swap(instack[sector_t::floor], instack[sector_t::ceiling]);
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}
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}
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void GLPlaneMirrorPortal::PushState()
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void GLPlaneMirrorPortal::PushState()
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