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- Draw sloped 3d floors
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1 changed files with 2 additions and 4 deletions
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@ -49,7 +49,6 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
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F3DFloor *fakeFloor = ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->bottom.plane->isSlope()) continue;
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//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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@ -58,7 +57,7 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
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//fakeFloor->alpha
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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if (fakeFloor->bottom.plane->isSlope() || (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)))
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{
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RenderPolyPlane plane;
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plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, false, fakeFloor);
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@ -71,7 +70,6 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
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F3DFloor *fakeFloor = ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->top.plane->isSlope()) continue;
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//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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@ -80,7 +78,7 @@ void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyCli
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//fakeFloor->alpha
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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if (fakeFloor->bottom.plane->isSlope() || (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)))
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{
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RenderPolyPlane plane;
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plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, true, fakeFloor);
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