mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- fixed: invisible 3D floors were treated as solid, not translucent when building the sorted lists, resulting in the top plane not being rendered in case of an overlap.
This commit is contained in:
parent
a3bdbff052
commit
5fc6ff1303
1 changed files with 1 additions and 1 deletions
|
@ -488,7 +488,7 @@ void P_Recalculate3DFloors(sector_t * sector)
|
||||||
// by the clipping code below.
|
// by the clipping code below.
|
||||||
ffloors.Push(pick);
|
ffloors.Push(pick);
|
||||||
}
|
}
|
||||||
else if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS)
|
else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&(FF_ALLSIDES|FF_BOTHPLANES)))) && pick->flags&FF_EXISTS)
|
||||||
{
|
{
|
||||||
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
|
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
|
||||||
if (solid != NULL && solid_bottom < height)
|
if (solid != NULL && solid_bottom < height)
|
||||||
|
|
Loading…
Reference in a new issue