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- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.
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6b4aee28bc
commit
ceaa040750
2 changed files with 26 additions and 3 deletions
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@ -497,6 +497,10 @@ void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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//
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//
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//==========================================================================
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EXTERN_CVAR(Int, gl_billboard_mode)
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EXTERN_CVAR(Bool, gl_billboard_faces_camera)
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EXTERN_CVAR(Bool, gl_billboard_particles)
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void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall * wh=&walls[drawitems[head->itemindex].index];
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@ -527,6 +531,27 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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}
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else
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{
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const bool drawWithXYBillboard = ((ss->particle && gl_billboard_particles) || (!(ss->actor && ss->actor->renderflags & RF_FORCEYBILLBOARD)
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&& (gl_billboard_mode == 1 || (ss->actor && ss->actor->renderflags & RF_FORCEXYBILLBOARD))));
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const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
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// [Nash] has +ROLLSPRITE
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const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE);
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// cannot sort them at the moment. This requires more complex splitting.
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if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)
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{
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float v1 = wh->PointOnSide(ss->x, ss->y);
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if (v1 < 0)
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{
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head->AddToLeft(sort);
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}
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else
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{
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head->AddToRight(sort);
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}
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return;
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}
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double r=ss->CalcIntersectionVertex(wh);
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float ix=(float)(ss->x1 + r * (ss->x2-ss->x1));
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@ -923,7 +923,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
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trans=1.f;
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if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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if (!gl_sprite_blend || modelframe || (thing->renderflags & (RF_FLATSPRITE|RF_WALLSPRITE)) || gl_billboard_faces_camera)
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{
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RenderStyle.SrcAlpha = STYLEALPHA_One;
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RenderStyle.DestAlpha = STYLEALPHA_Zero;
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@ -934,8 +934,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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RenderStyle.SrcAlpha = STYLEALPHA_Src;
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RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
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}
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}
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if ((gltexture && gltexture->GetTransparent()) || (RenderStyle.Flags & STYLEF_RedIsAlpha))
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{
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