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Hopefully work around more Polymost polygon leakages
Patch from Nuke.YKT. git-svn-id: https://svn.eduke32.com/eduke32@7867 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 41 additions and 31 deletions
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@ -2783,9 +2783,6 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
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y1 += DOMOST_OFFSET; //necessary?
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}
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x0 -= DOMOST_OFFSET;
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x1 += DOMOST_OFFSET;
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// Test if span is outside screen bounds
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if (x1 < xbl || x0 > xbr)
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{
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@ -2793,8 +2790,8 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
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return;
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}
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vec2f_t dm0 = { x0, y0 };
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vec2f_t dm1 = { x1, y1 };
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vec2f_t dm0 = { x0 - DOMOST_OFFSET, y0 };
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vec2f_t dm1 = { x1 + DOMOST_OFFSET, y1 };
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float const slop = (dm1.y - dm0.y) / (dm1.x - dm0.x);
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@ -3166,39 +3163,52 @@ skip: ;
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int const ni = vsp[i].n;
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//POGO: specially treat the viewport nodes so that we will never end up in a situation where we accidentally access the sentinel node
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if (ni >= viewportNodeCount &&
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(vsp[i].ctag == vsp[ni].ctag) && (vsp[i].ftag == vsp[ni].ftag))
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if (ni >= viewportNodeCount)
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{
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MERGE_NODES(i, ni);
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if ((vsp[i].ctag == vsp[ni].ctag) && (vsp[i].ftag == vsp[ni].ftag))
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{
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MERGE_NODES(i, ni);
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#if 0
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//POGO: This GL1 debug code draws the resulting merged VSP segment with floor and ceiling bounds lines as yellow and cyan respectively
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// To enable this, ensure that in polymost_drawrooms() that you are clearing the stencil buffer and color buffer.
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// Additionally, disable any calls to glColor4f in polymost_drawpoly and disable culling triangles with area==0
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// If you don't want any lines showing up from mirrors/skyboxes, be sure to disable them as well.
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_DEPTH_TEST);
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polymost_useColorOnly(true);
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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//POGO: This GL1 debug code draws the resulting merged VSP segment with floor and ceiling bounds lines as yellow and cyan respectively
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// To enable this, ensure that in polymost_drawrooms() that you are clearing the stencil buffer and color buffer.
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// Additionally, disable any calls to glColor4f in polymost_drawpoly and disable culling triangles with area==0
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// If you don't want any lines showing up from mirrors/skyboxes, be sure to disable them as well.
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_DEPTH_TEST);
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polymost_useColorOnly(true);
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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glColor4f(1.f, 1.f, 0.f, 1.f);
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vec2f_t dfloor[3] = {{vsp[i].x, vsp[i].fy[0]}, {vsp[vsp[i].n].x, vsp[i].fy[1]}, {vsp[i].x, vsp[i].fy[0]}};
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polymost_drawpoly(dfloor, 3, domostpolymethod);
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glColor4f(1.f, 1.f, 0.f, 1.f);
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vec2f_t dfloor[3] = {{vsp[i].x, vsp[i].fy[0]}, {vsp[vsp[i].n].x, vsp[i].fy[1]}, {vsp[i].x, vsp[i].fy[0]}};
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polymost_drawpoly(dfloor, 3, domostpolymethod);
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glColor4f(0.f, 1.f, 1.f, 1.f);
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vec2f_t dceil[3] = {{vsp[i].x, vsp[i].cy[0]}, {vsp[vsp[i].n].x, vsp[i].cy[1]}, {vsp[i].x, vsp[i].cy[0]}};
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polymost_drawpoly(dceil, 3, domostpolymethod);
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glColor4f(0.f, 1.f, 1.f, 1.f);
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vec2f_t dceil[3] = {{vsp[i].x, vsp[i].cy[0]}, {vsp[vsp[i].n].x, vsp[i].cy[1]}, {vsp[i].x, vsp[i].cy[0]}};
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polymost_drawpoly(dceil, 3, domostpolymethod);
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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polymost_useColorOnly(false);
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glEnable(GL_DEPTH_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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polymost_useColorOnly(false);
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glEnable(GL_DEPTH_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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#endif
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continue;
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}
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if (vsp[ni].x - vsp[i].x < DOMOST_OFFSET)
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{
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vsp[i].x = vsp[ni].x;
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vsp[i].cy[0] = vsp[ni].cy[0];
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vsp[i].fy[0] = vsp[ni].fy[0];
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vsp[i].ctag = vsp[ni].ctag;
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vsp[i].ftag = vsp[ni].ftag;
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MERGE_NODES(i, ni);
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continue;
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}
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}
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else i = ni;
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i = ni;
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}
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while (i);
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#endif
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