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- fixed bad sector addressing in flat sprites drawer.
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2 changed files with 7 additions and 5 deletions
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@ -256,7 +256,8 @@ public:
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float z; // the z position of the flat (only valid for non-sloped planes)
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PalEntry fade;
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int shade, palette, visibility;
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int shade, palette;
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float visibility;
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float alpha;
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FRenderStyle RenderStyle;
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int iboindex;
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@ -294,7 +295,8 @@ public:
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spritetype* sprite;
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PalEntry fade;
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int shade, palette, visibility;
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int shade, palette;
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float visibility;
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float alpha;
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FRenderStyle RenderStyle;
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int modelframe; // : sprite, 1: model, -1:voxel
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@ -400,7 +402,7 @@ inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRende
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int orgshade, int visibility, float alpha, bool setcolor = true)
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int orgshade, float visibility, float alpha, bool setcolor = true)
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{
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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@ -343,7 +343,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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z = sprite->z * (1 / -256.f);
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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visibility = sectorVisibility(§or[sprite->sectnum]) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
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visibility = sectorVisibility(sector) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
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// Weird Build logic that really makes no sense.
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if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
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@ -355,7 +355,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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sec = sector;
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shade = clamp(sprite->shade, 0, numshades - 1);
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palette = sprite->pal;
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fade = lookups.getFade(sector[sprite->sectnum].floorpal); // fog is per sector.
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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