- compile bug in gl_sprite and some optimization in gl_walls.cpp

This commit is contained in:
Christoph Oelckers 2016-04-03 22:13:38 +02:00
parent 252a6e9038
commit 603af1bb92
2 changed files with 16 additions and 9 deletions

View file

@ -413,7 +413,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
thing->Sector->heightsec->floorplane.ZatPoint(thingpos)))
thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
{
btm = thing->floorz;
top = thing->ceilingz;

View file

@ -1428,15 +1428,22 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
zfloor[0] = segfront->floorplane.ZatPoint(v1);
zfloor[1] = segfront->floorplane.ZatPoint(v2);
ffh1 = FLOAT2FIXED(zfloor[0]);
ffh2 = FLOAT2FIXED(zfloor[1]);
double v;
v= segfront->floorplane.ZatPoint(v1);
zfloor[0] = v;
ffh1 = FLOAT2FIXED(v);
zceil[0] = segfront->ceilingplane.ZatPoint(v1);
zceil[1] = segfront->ceilingplane.ZatPoint(v2);
fch1 = FLOAT2FIXED(zceil[0]);
fch2 = FLOAT2FIXED(zceil[1]);
v = segfront->floorplane.ZatPoint(v2);
zfloor[1] = v;
ffh2 = FLOAT2FIXED(v);
v = segfront->ceilingplane.ZatPoint(v1);
zceil[0] = v;
fch1 = FLOAT2FIXED(v);
v = segfront->ceilingplane.ZatPoint(v2);
zceil[1] = v;
fch2 = FLOAT2FIXED(v);
if (seg->linedef->special == Line_Horizon)
{