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Fix clipping regression caused by splitting clip handling from line rendering
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2 changed files with 4 additions and 4 deletions
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@ -550,7 +550,7 @@ namespace swrenderer
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RenderWallSegmentTextures(start, stop);
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if (fake3D & 7) {
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return !(fake3D & FAKE3D_FAKEMASK);
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return (fake3D & FAKE3D_FAKEMASK) == 0;
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}
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// save sprite clipping info
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@ -607,7 +607,7 @@ namespace swrenderer
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WallPortals.Push(pds);
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}
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return !(fake3D & FAKE3D_FAKEMASK);
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return (fake3D & FAKE3D_FAKEMASK) == 0;
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}
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void SWRenderLine::SetWallVariables(bool needlights)
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@ -144,9 +144,9 @@ namespace swrenderer
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}
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// There is a fragment above *start.
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if (!callback(first, start->first) && solid)
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if (callback(first, start->first) && solid)
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{
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start->first = first;
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start->first = first; // Adjust the clip size for solid walls
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}
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}
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