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Fixed splitting of complex walls in compatibility renderer
Example: +warp 2720 -200 -32 on Extreme Terror https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
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1 changed files with 2 additions and 2 deletions
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@ -272,7 +272,7 @@ void GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float ma
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
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(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
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{
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{
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1));
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float dch = ztop[1] - ztop[0];
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float dch = ztop[1] - ztop[0];
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float dfh = maplightbottomright - maplightbottomleft;
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float dfh = maplightbottomright - maplightbottomleft;
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@ -312,7 +312,7 @@ void GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float ma
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if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
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if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
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(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
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(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
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{
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{
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1));
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float dch = zbottom[1] - zbottom[0];
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float dch = zbottom[1] - zbottom[0];
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float dfh = maplightbottomright - maplightbottomleft;
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float dfh = maplightbottomright - maplightbottomleft;
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