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- reinstated rendering of mid textures over two-sided wall portals.
This was removed in the last PR due to z-fighting problems which now have also been addressed
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a15216c90f
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2 changed files with 12 additions and 1 deletions
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@ -49,7 +49,7 @@ void HWDrawInfo::AddWall(HWWall *wall)
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bool masked = HWWall::passflag[wall->type] == 1 ? false : (wall->texture && wall->texture->isMasked());
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int list;
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if ((wall->flags & HWWall::HWF_SKYHACK && wall->type == RENDERWALL_M2S))
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if (wall->flags & HWWall::HWF_SKYHACK && wall->type == RENDERWALL_M2S)
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{
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list = GLDL_MASKEDWALLSOFS;
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}
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@ -1443,6 +1443,11 @@ void HWWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
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tci.mScale.Y = -tci.mScale.Y;
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flags |= HWF_NOSLICE;
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}
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if (seg->linedef->isVisualPortal())
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{
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// mid textures on portal lines need the same offsetting as mid textures on sky lines
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flags |= HWF_SKYHACK;
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}
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SetWallCoordinates(seg, &tci, texturetop, topleft, topright, bottomleft, bottomright, t_ofs);
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//
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@ -2165,6 +2170,12 @@ void HWWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
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zbottom[0] = bfh1;
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zbottom[1] = bfh2;
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PutPortal(di, PORTALTYPE_LINETOLINE, -1);
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if (texture && seg->backsector != nullptr)
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{
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DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback,
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fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
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}
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}
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else
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{
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