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Fixed splitting of walls in compatibility renderer
Any wall adjacent to 3D floor sector were not rendered at all
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18ebe92cfc
commit
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1 changed files with 13 additions and 13 deletions
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@ -395,25 +395,25 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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continue;
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}
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if (gl.glslversion >= 1.3f)
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// check for an intersection with the upper and lower planes of the wall segment
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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(maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) ||
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(maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
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(maplightbottomleft > zbottom[0] && maplightbottomright < zbottom[1]))
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{
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// check for an intersection with the upper and lower planes of the wall segment
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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(maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) ||
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(maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
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(maplightbottomleft > zbottom[0] && maplightbottomright < zbottom[1]))
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if (gl.glslversion >= 1.3f)
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{
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// Use hardware clipping if this cannot be done cleanly.
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this->lightlist = &lightlist;
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PutWall(translucent);
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goto out;
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}
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}
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else
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{
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// crappy fallback if no clip planes available
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SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright);
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return;
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else
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{
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// crappy fallback if no clip planes available
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SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright);
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}
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goto out;
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}
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// 3D floor is completely within this light
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