Fix clipping regression caused by splitting clip handling from line rendering

This commit is contained in:
Magnus Norddahl 2017-01-04 04:49:10 +01:00
parent dba81db198
commit 5caea5a256
2 changed files with 4 additions and 4 deletions

View file

@ -550,7 +550,7 @@ namespace swrenderer
RenderWallSegmentTextures(start, stop);
if (fake3D & 7) {
return !(fake3D & FAKE3D_FAKEMASK);
return (fake3D & FAKE3D_FAKEMASK) == 0;
}
// save sprite clipping info
@ -607,7 +607,7 @@ namespace swrenderer
WallPortals.Push(pds);
}
return !(fake3D & FAKE3D_FAKEMASK);
return (fake3D & FAKE3D_FAKEMASK) == 0;
}
void SWRenderLine::SetWallVariables(bool needlights)

View file

@ -144,9 +144,9 @@ namespace swrenderer
}
// There is a fragment above *start.
if (!callback(first, start->first) && solid)
if (callback(first, start->first) && solid)
{
start->first = first;
start->first = first; // Adjust the clip size for solid walls
}
}