- use drfrag's suggested fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer

This commit is contained in:
Rachael Alexanderson 2019-09-13 09:05:50 -04:00
parent 587fd75190
commit 836f774b6c

View file

@ -143,7 +143,7 @@ namespace swrenderer
auto viewport = Thread->Viewport.get();
Clip3DFloors *clip3d = Thread->Clip3D.get();
if (curline->sidedef->GetTexture(side_t::mid).isNull())
if (!curline->sidedef->GetTexture(side_t::mid).isValid())
return false;
FTexture *ttex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::mid), true);