- fixed checks in sprite sorting logic. There were some missing parentheses.

This commit is contained in:
Christoph Oelckers 2016-10-23 19:08:43 +02:00
parent 10203afa41
commit fbe2b76705
2 changed files with 2 additions and 2 deletions

View File

@ -536,7 +536,7 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
const bool drawBillboardFacingCamera = gl_billboard_faces_camera; const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
// [Nash] has +ROLLSPRITE // [Nash] has +ROLLSPRITE
const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE); const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE));
// cannot sort them at the moment. This requires more complex splitting. // cannot sort them at the moment. This requires more complex splitting.
if (drawWithXYBillboard || drawBillboardFacingCamera || rotated) if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)

View File

@ -66,7 +66,7 @@ struct GLSeg
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim // we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim
float x = y2 - y1; float x = y2 - y1;
float y = x1 - x2; float y = x1 - x2;
float length = sqrt(x*x + y*y); float length = sqrtf(x*x + y*y);
return FVector3(x / length, 0, y / length); return FVector3(x / length, 0, y / length);
} }
}; };