- implemented rendering of wall sprites.

This commit is contained in:
Christoph Oelckers 2014-08-03 10:57:58 +02:00
parent 398d902e7e
commit b3e0d93385
2 changed files with 33 additions and 15 deletions

View file

@ -711,13 +711,31 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
{
PerformSpriteClipAdjustment(thing, thingx, thingy, spriteheight);
}
float viewvecX = GLRenderer->mViewVector.X;
float viewvecY = GLRenderer->mViewVector.Y;
float viewvecX;
float viewvecY;
switch (thing->renderflags & RF_SPRITETYPEMASK)
{
case RF_FACESPRITE:
viewvecX = GLRenderer->mViewVector.X;
viewvecY = GLRenderer->mViewVector.Y;
x1 = x - viewvecY*leftfac;
x2 = x - viewvecY*rightfac;
y1 = y + viewvecX*leftfac;
y2 = y + viewvecX*rightfac;
break;
case RF_WALLSPRITE:
viewvecX = FIXED2FLOAT(finecosine[thing->angle >> ANGLETOFINESHIFT]);
viewvecY = FIXED2FLOAT(finesine[thing->angle >> ANGLETOFINESHIFT]);
x1 = x + viewvecY*leftfac;
x2 = x + viewvecY*rightfac;
y1 = y - viewvecX*leftfac;
y2 = y - viewvecX*rightfac;
break;
}
}
else
{
@ -887,6 +905,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
particle=NULL;
const bool drawWithXYBillboard = ( !(actor->renderflags & RF_FORCEYBILLBOARD)
&& (actor->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE
&& players[consoleplayer].camera
&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );

View file

@ -1858,7 +1858,6 @@ void P_SpawnThings (int position)
{
SetMapThingUserData(actor, *udi);
}
if (actor != NULL) actor->renderflags |= RF_WALLSPRITE;
}
for(int i=0; i<MAXPLAYERS; i++)
{