diff --git a/src/gl/data/gl_setup.cpp b/src/gl/data/gl_setup.cpp index 1cbb3b151..a6a0141f3 100644 --- a/src/gl/data/gl_setup.cpp +++ b/src/gl/data/gl_setup.cpp @@ -348,7 +348,7 @@ static void PrepareTransparentDoors(sector_t * sector) int side = sector->lines[i]->sidedef[0]->sector == sec; - if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+FRACUNIT) + if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+1.) { sector->transdoor=false; return; diff --git a/src/gl/data/gl_vertexbuffer.cpp b/src/gl/data/gl_vertexbuffer.cpp index 997b34750..fdce68702 100644 --- a/src/gl/data/gl_vertexbuffer.cpp +++ b/src/gl/data/gl_vertexbuffer.cpp @@ -338,7 +338,7 @@ void FFlatVertexBuffer::CreateVBO() { sectors[i].vboindex[3] = sectors[i].vboindex[2] = sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1; - sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN; + sectors[i].vboheight[1] = sectors[i].vboheight[0] = FLT_MIN; } } diff --git a/src/gl/scene/gl_decal.cpp b/src/gl/scene/gl_decal.cpp index 0bda67191..42d2eccbd 100644 --- a/src/gl/scene/gl_decal.cpp +++ b/src/gl/scene/gl_decal.cpp @@ -129,33 +129,33 @@ void GLWall::DrawDecal(DBaseDecal *decal) if (type!=RENDERWALL_TOP) return; if (line->flags & ML_DONTPEGTOP) { - zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling); + zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { - zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::ceiling); + zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling); } break; case RF_RELLOWER: if (type!=RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { - zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling); + zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { - zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::floor); + zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor); } break; case RF_RELMID: if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { - zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::floor); + zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor); } else { - zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling); + zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } } diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index 7b30e41db..c9cdf094d 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -1222,7 +1222,7 @@ void FDrawInfo::FloodLowerGap(seg_t * seg) if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return; - if (fakebsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) return; + if (fakebsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) return; if (seg->sidedef == seg->linedef->sidedef[0]) { diff --git a/src/gl/scene/gl_flats.cpp b/src/gl/scene/gl_flats.cpp index 3621973c9..6d563f1a7 100644 --- a/src/gl/scene/gl_flats.cpp +++ b/src/gl/scene/gl_flats.cpp @@ -595,7 +595,7 @@ void GLFlat::ProcessSector(sector_t * frontsector) { gl_drawinfo->AddFloorStack(sector); // stacked sector things require visplane merging. } - alpha = frontsector->GetAlpha(sector_t::floor) / 65536.0f; + alpha = frontsector->GetAlpha(sector_t::floor); } else { @@ -654,7 +654,7 @@ void GLFlat::ProcessSector(sector_t * frontsector) { gl_drawinfo->AddCeilingStack(sector); } - alpha = frontsector->GetAlpha(sector_t::ceiling) / 65536.0f; + alpha = frontsector->GetAlpha(sector_t::ceiling); } else { diff --git a/src/gl/scene/gl_renderhacks.cpp b/src/gl/scene/gl_renderhacks.cpp index 9d51efb99..150ad1554 100644 --- a/src/gl/scene/gl_renderhacks.cpp +++ b/src/gl/scene/gl_renderhacks.cpp @@ -299,14 +299,14 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) if (sec->ceilingplane.isSlope()) return false; // Is the neighboring ceiling lower than the desired height? - if (sec->GetPlaneTexZF(sector_t::ceiling) < Planez) + if (sec->GetPlaneTexZ(sector_t::ceiling) < Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector - if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez) + if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) { // If there's a texture abort FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)]; @@ -357,14 +357,14 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) if (sec->floorplane.isSlope()) return false; // Is the neighboring floor higher than the desired height? - if (sec->GetPlaneTexZF(sector_t::floor) > Planez) + if (sec->GetPlaneTexZ(sector_t::floor) > Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector - if (sec->GetPlaneTexZF(sector_t::floor) == Planez) + if (sec->GetPlaneTexZ(sector_t::floor) == Planez) { // If there's a texture abort FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)]; @@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) if (sec->floorplane.isSlope()) return false; // Is the neighboring floor higher than the desired height? - if (sec->GetPlaneTexZF(sector_t::floor) < Planez) + if (sec->GetPlaneTexZ(sector_t::floor) < Planez) { // todo: check for missing textures. return false; @@ -424,7 +424,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) // This is an exact height match which means we don't have to do any further checks for this sector // No texture checks though! - if (sec->GetPlaneTexZF(sector_t::floor) == Planez) continue; + if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue; } if (!DoFakeBridge(backsub, Planez)) return false; } @@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) if (sec->ceilingplane.isSlope()) return false; // Is the neighboring ceiling higher than the desired height? - if (sec->GetPlaneTexZF(sector_t::ceiling) > Planez) + if (sec->GetPlaneTexZ(sector_t::ceiling) > Planez) { // todo: check for missing textures. return false; @@ -477,7 +477,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) // This is an exact height match which means we don't have to do any further checks for this sector // No texture checks though! - if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez) continue; + if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue; } if (!DoFakeCeilingBridge(backsub, Planez)) return false; } @@ -553,7 +553,7 @@ void FDrawInfo::HandleMissingTextures() { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false); - float planez = (float)fakesector->GetPlaneTexZF(sector_t::ceiling); + float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling); backsub->validcount = validcount; if (DoFakeCeilingBridge(backsub, planez)) @@ -624,7 +624,7 @@ void FDrawInfo::HandleMissingTextures() { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false); - float planez = (float)fakesector->GetPlaneTexZF(sector_t::floor); + float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor); backsub->validcount = validcount; if (DoFakeBridge(backsub, planez)) @@ -668,7 +668,7 @@ void FDrawInfo::DrawUnhandledMissingTextures() // already done! if (seg->linedef->validcount == validcount) continue; // already done seg->linedef->validcount = validcount; - if (seg->frontsector->GetPlaneTexZF(sector_t::ceiling) < ViewPos.Z) continue; // out of sight + if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight // FIXME: The check for degenerate subsectors should be more precise if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue; @@ -690,7 +690,7 @@ void FDrawInfo::DrawUnhandledMissingTextures() if (seg->linedef->validcount == validcount) continue; // already done seg->linedef->validcount = validcount; if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue; - if (seg->frontsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) continue; // out of sight + if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight if (seg->backsector->transdoor) continue; if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue; if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue; @@ -758,8 +758,8 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub) { // I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps // using such crap hacks is simply too small - if (sub->render_sector->GetTexture(sector_t::floor)==backsub->render_sector->GetTexture(sector_t::floor) && - sub->render_sector->GetPlaneTexZ(sector_t::floor)==backsub->render_sector->GetPlaneTexZ(sector_t::floor) && + if (sub->render_sector->GetTexture(sector_t::floor) == backsub->render_sector->GetTexture(sector_t::floor) && + sub->render_sector->GetPlaneTexZ(sector_t::floor) == backsub->render_sector->GetPlaneTexZ(sector_t::floor) && sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight()) { continue; @@ -797,10 +797,10 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true; if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || - sub->render_sector->GetPlaneTexZF(sector_t::floor) != anchor->GetPlaneTexZF(sector_t::floor) || + sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) || sub->render_sector->GetFloorLight() != anchor->GetFloorLight()) { - if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZF(sector_t::floor)) inview = true; + if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true; HandledSubsectors.Push(sub); } } @@ -825,9 +825,9 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) else if (sub->render_sector == backsub->render_sector) { // Any anchor not within the original anchor's visplane terminates the processing. - if (sub->render_sector->GetTexture(sector_t::floor)!=anchor->GetTexture(sector_t::floor) || - sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) || - sub->render_sector->GetFloorLight() != anchor->GetFloorLight()) + if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || + sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) || + sub->render_sector->GetFloorLight() != anchor->GetFloorLight()) { return false; } @@ -864,8 +864,8 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub) { // I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps // using such crap hacks is simply too small - if (sub->render_sector->GetTexture(sector_t::ceiling)==backsub->render_sector->GetTexture(sector_t::ceiling) && - sub->render_sector->GetPlaneTexZ(sector_t::ceiling)==backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) && + if (sub->render_sector->GetTexture(sector_t::ceiling) == backsub->render_sector->GetTexture(sector_t::ceiling) && + sub->render_sector->GetPlaneTexZ(sector_t::ceiling) == backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) && sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight()) { continue; @@ -898,11 +898,11 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) // Is not being rendererd so don't bother. if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true; - if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) || - sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) || - sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) + if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || + sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) || + sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) { - HandledSubsectors.Push (sub); + HandledSubsectors.Push(sub); } } @@ -926,9 +926,9 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) else if (sub->render_sector == backsub->render_sector) { // Any anchor not within the original anchor's visplane terminates the processing. - if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) || - sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) || - sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) + if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || + sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) || + sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) { return false; } diff --git a/src/gl/scene/gl_sky.cpp b/src/gl/scene/gl_sky.cpp index 384af7f15..6d82aefa7 100644 --- a/src/gl/scene/gl_sky.cpp +++ b/src/gl/scene/gl_sky.cpp @@ -262,7 +262,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex // one more check for some ugly transparent door hacks if (!bs->floorplane.isSlope() && !fs->floorplane.isSlope()) { - if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+FRACUNIT) + if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+1.) { FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom)); if (!tex || tex->UseType==FTexture::TEX_Null) return; diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index c47b4a5cb..3bc3b8a58 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -288,7 +288,7 @@ public: bool ceiling; BYTE renderflags; int vboindex; - int vboheight; + //int vboheight; int dynlightindex; diff --git a/src/gl/scene/gl_walls.cpp b/src/gl/scene/gl_walls.cpp index 7b9d99cab..49b2411a9 100644 --- a/src/gl/scene/gl_walls.cpp +++ b/src/gl/scene/gl_walls.cpp @@ -360,12 +360,12 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) lightlist_t * light; // ZDoom doesn't support slopes in a horizon sector so I won't either! - ztop[1] = ztop[0] = fs->GetPlaneTexZF(sector_t::ceiling); - zbottom[1] = zbottom[0] = fs->GetPlaneTexZF(sector_t::floor); + ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling); + zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); - if (ViewPos.Z < fs->GetPlaneTexZF(sector_t::ceiling)) + if (ViewPos.Z < fs->GetPlaneTexZ(sector_t::ceiling)) { - if (ViewPos.Z > fs->GetPlaneTexZF(sector_t::floor)) + if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor)) zbottom[1] = zbottom[0] = ViewPos.Z; if (fs->GetTexture(sector_t::ceiling) == skyflatnum) @@ -393,9 +393,9 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) ztop[1] = ztop[0] = zbottom[0]; } - if (ViewPos.Z > fs->GetPlaneTexZF(sector_t::floor)) + if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor)) { - zbottom[1] = zbottom[0] = fs->GetPlaneTexZF(sector_t::floor); + zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); if (fs->GetTexture(sector_t::floor) == skyflatnum) { SkyPlane(fs, sector_t::floor, false); @@ -707,12 +707,12 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, float rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid)); if ((seg->linedef->flags & ML_DONTPEGBOTTOM) >0) { - texturebottom = MAX(realfront->GetPlaneTexZF(sector_t::floor), realback->GetPlaneTexZF(sector_t::floor)) + rowoffset; + texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor), realback->GetPlaneTexZ(sector_t::floor)) + rowoffset; texturetop = texturebottom + tci.mRenderHeight; } else { - texturetop = MIN(realfront->GetPlaneTexZF(sector_t::ceiling), realback->GetPlaneTexZF(sector_t::ceiling)) + rowoffset; + texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling)) + rowoffset; texturebottom = texturetop - tci.mRenderHeight; } } @@ -896,7 +896,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, // set up alpha blending // // - if (seg->linedef->Alpha)// && seg->linedef->special!=Line_Fogsheet) + if (seg->linedef->alpha != 0) { bool translucent = false; @@ -904,13 +904,13 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, { case 0: RenderStyle=STYLE_Translucent; - alpha=FIXED2FLOAT(seg->linedef->Alpha); - translucent = seg->linedef->Alpha < FRACUNIT || (gltexture && gltexture->GetTransparent()); + alpha = seg->linedef->alpha; + translucent =alpha < 1. || (gltexture && gltexture->GetTransparent()); break; case ML_ADDTRANS: RenderStyle=STYLE_Add; - alpha=FIXED2FLOAT(seg->linedef->Alpha); + alpha = seg->linedef->alpha; translucent=true; break; } @@ -1065,7 +1065,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover, to = (rover->flags&(FF_UPPERTEXTURE | FF_LOWERTEXTURE)) ? 0.f : tci.RowOffset(mastersd->GetTextureYOffset(side_t::mid)); - to += rowoffset + rover->top.model->GetPlaneTexZF(rover->top.isceiling); + to += rowoffset + rover->top.model->GetPlaneTexZ(rover->top.isceiling); uplft.v = tci.FloatToTexV(to - ff_topleft); uprgt.v = tci.FloatToTexV(to - ff_topright); @@ -1372,8 +1372,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) segfront = frontsector; segback = backsector; } - frefz = realfront->GetPlaneTexZF(sector_t::floor); - crefz = realfront->GetPlaneTexZF(sector_t::ceiling); + frefz = realfront->GetPlaneTexZ(sector_t::floor); + crefz = realfront->GetPlaneTexZ(sector_t::ceiling); if (seg->sidedef == seg->linedef->sidedef[0]) { @@ -1525,7 +1525,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) if (gltexture) { DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0, - crefz, realback->GetPlaneTexZF(sector_t::ceiling), + crefz, realback->GetPlaneTexZ(sector_t::ceiling), fch1, fch2, bch1a, bch2a, 0); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) @@ -1538,7 +1538,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) if (gltexture) { DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0, - crefz, realback->GetPlaneTexZF(sector_t::ceiling), + crefz, realback->GetPlaneTexZ(sector_t::ceiling), fch1, fch2, bch1a, bch2a, 0); } } @@ -1602,10 +1602,10 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) if (gltexture) { DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0, - realback->GetPlaneTexZF(sector_t::floor), frefz, + realback->GetPlaneTexZ(sector_t::floor), frefz, bfh1, bfh2, ffh1, ffh2, frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum ? - frefz - realback->GetPlaneTexZF(sector_t::ceiling) : + frefz - realback->GetPlaneTexZ(sector_t::ceiling) : frefz - crefz); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) @@ -1621,7 +1621,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) if (gltexture) { DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0, - realback->GetPlaneTexZF(sector_t::floor), frefz, + realback->GetPlaneTexZ(sector_t::floor), frefz, bfh1, bfh2, ffh1, ffh2, frefz - crefz); } } @@ -1648,8 +1648,8 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * if (frontsector->GetTexture(sector_t::floor) == skyflatnum) return; lightlist = NULL; - float ffh = frontsector->GetPlaneTexZF(sector_t::floor); - float bfh = backsector->GetPlaneTexZF(sector_t::floor); + float ffh = frontsector->GetPlaneTexZ(sector_t::floor); + float bfh = backsector->GetPlaneTexZ(sector_t::floor); if (bfh > ffh) { this->seg = seg; diff --git a/src/r_defs.h b/src/r_defs.h index 52654b45f..11ceed067 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -1081,8 +1081,8 @@ public: float reflect[2]; bool transdoor; // For transparent door hacks - fixed_t transdoorheight; // for transparent door hacks int subsectorcount; // list of subsectors + double transdoorheight; // for transparent door hacks subsector_t ** subsectors; FPortal * portals[2]; // floor and ceiling portals FLightNode * lighthead; @@ -1094,7 +1094,7 @@ public: }; int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering - fixed_t vboheight[2]; // Last calculated height for the 2 planes of this actual sector + double vboheight[2]; // Last calculated height for the 2 planes of this actual sector int vbocount[2]; // Total count of vertices belonging to this sector's planes float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }