Skip neardepth/fardepth checking in R_DrawSprite

- Wall sprites now clip much, much better than before.
This commit is contained in:
Randy Heit 2014-08-07 20:43:09 -05:00
parent 7b02027ba7
commit 9659b894a3

View file

@ -2076,19 +2076,9 @@ void R_DrawSprite (vissprite_t *spr)
r1 = MAX<int> (ds->x1, x1);
r2 = MIN<int> (ds->x2, x2);
fixed_t neardepth, fardepth;
if (ds->sz1 < ds->sz2)
{
neardepth = ds->sz1, fardepth = ds->sz2;
}
else
{
neardepth = ds->sz2, fardepth = ds->sz1;
}
if (neardepth > spr->depth || (fardepth > spr->depth &&
// Check if sprite is in front of draw seg:
DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0))
// Check if sprite is in front of draw seg:
if (DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0)
{
// seg is behind sprite, so draw the mid texture if it has one
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)