diff --git a/src/polyrenderer/scene/poly_playersprite.cpp b/src/polyrenderer/scene/poly_playersprite.cpp index 017396ffb2..3c17941ba3 100644 --- a/src/polyrenderer/scene/poly_playersprite.cpp +++ b/src/polyrenderer/scene/poly_playersprite.cpp @@ -43,7 +43,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread) // // We also can't move it because the model render code relies on it - renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player); + //renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player); const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; diff --git a/src/polyrenderer/scene/poly_sprite.cpp b/src/polyrenderer/scene/poly_sprite.cpp index 9ea184c35c..f3ce12a5e6 100644 --- a/src/polyrenderer/scene/poly_sprite.cpp +++ b/src/polyrenderer/scene/poly_sprite.cpp @@ -74,7 +74,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right) void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2) { - int spritenum = thing->sprite; + /*int spritenum = thing->sprite; bool isPicnumOverride = thing->picnum.isValid(); FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED)); if (modelframe) @@ -83,7 +83,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); PolyRenderModel(thread, worldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing); return; - } + }*/ DVector2 line[2]; if (!GetLine(thing, line[0], line[1]))