- fixed: sorting for translucent models did not work because they never set their screen depth.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@536 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-10-08 20:22:20 +00:00
parent a3f81b42d1
commit 92aed2f0ff

View file

@ -586,10 +586,15 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
x2=x-viewvecY*rightfac;
y1=y+viewvecX*leftfac;
y2=y+viewvecX*rightfac;
scale = fabs(viewvecX * (thing->x-viewx) + viewvecY * (thing->y-viewy));
}
else gltexture=NULL;
else
{
x1 = x2 = x;
y1 = y2 = y;
z1 = z2 = z;
gltexture=NULL;
}
scale = fabs(GLRenderer->mViewVector.X * (thing->x-viewx) + GLRenderer->mViewVector.Y * (thing->y-viewy));
// light calculation