From 3532e5057548497c1aa964f6e410217e5a6f6aa4 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 2 Mar 2017 12:14:00 +0100 Subject: [PATCH] - check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way. --- src/gl/scene/gl_sprite.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 5e8bdb560e..3a6abb3197 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -665,7 +665,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) bool isPicnumOverride = thing->picnum.isValid(); // Don't waste time projecting sprites that are definitely not visible. - if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles()) + if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles())) { return; }