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- 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
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1 changed files with 8 additions and 3 deletions
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@ -586,10 +586,15 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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x2=x-viewvecY*rightfac;
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y1=y+viewvecX*leftfac;
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y2=y+viewvecX*rightfac;
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scale = fabs(viewvecX * (thing->x-viewx) + viewvecY * (thing->y-viewy));
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}
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else gltexture=NULL;
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else
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{
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x1 = x2 = x;
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y1 = y2 = y;
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z1 = z2 = z;
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gltexture=NULL;
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}
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scale = fabs(GLRenderer->mViewVector.X * (thing->x-viewx) + GLRenderer->mViewVector.Y * (thing->y-viewy));
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// light calculation
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