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- fixed missing geometry with render precision set to quality
https://forum.zdoom.org/viewtopic.php?t=60423
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parent
14410ae526
commit
e87cdd3658
1 changed files with 5 additions and 2 deletions
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@ -208,7 +208,9 @@ int GLWall::CountVertices()
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}
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}
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}
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}
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auto sidedef = seg->sidedef;
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auto sidedef = seg->sidedef;
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if (!(flags & (GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER)) && sidedef->numsegs > 1)
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constexpr auto NOSPLIT_LOWER_UPPER = GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER;
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const bool canSplit = (flags & NOSPLIT_LOWER_UPPER) != NOSPLIT_LOWER_UPPER;
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if (canSplit && sidedef->numsegs > 1)
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{
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{
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int cnt2 = 0;
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int cnt2 = 0;
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for (int i = sidedef->numsegs - 2; i >= 0; i--)
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for (int i = sidedef->numsegs - 2; i >= 0; i--)
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@ -218,7 +220,8 @@ int GLWall::CountVertices()
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if (sidefrac <= glseg.fracleft) break;
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if (sidefrac <= glseg.fracleft) break;
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cnt2++;
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cnt2++;
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}
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}
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if ((flags & (GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER)) == (GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER)) cnt2 <<= 1;
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const bool splitBoth = !(flags & NOSPLIT_LOWER_UPPER);
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if (splitBoth) cnt2 <<= 1;
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cnt += cnt2;
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cnt += cnt2;
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}
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}
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vi = vertexes[1];
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vi = vertexes[1];
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