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Fix sprite bsp clipping bug and wall sorting bug
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parent
71350f2c17
commit
01008f0daa
2 changed files with 3 additions and 3 deletions
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@ -158,7 +158,7 @@ void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, DVector2
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}
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else
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{
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RenderSprite(thing, sortDistance, left, mid, t1, tmid, bsp->children[sideLeft]);
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RenderSprite(thing, sortDistance, left, mid, t1, tmid, bsp->children[sideRight]);
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left = mid;
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t1 = tmid;
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}
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@ -46,7 +46,7 @@ class PolyTranslucentObject
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public:
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PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2) : thing(thing), sub(sub), subsectorDepth(subsectorDepth), DistanceSquared(dist), SpriteLeft(t1), SpriteRight(t2) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall), subsectorDepth(wall.SubsectorDepth), DistanceSquared(1.e6) { }
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bool operator<(const PolyTranslucentObject &other) const
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{
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@ -60,7 +60,7 @@ public:
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RenderPolyWall wall;
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uint32_t subsectorDepth = 0;
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double DistanceSquared = 1.e6;
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double DistanceSquared = 0.0;
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float SpriteLeft = 0.0f, SpriteRight = 1.0f;
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};
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