mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- flat sprites use different visibility rules.
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
This commit is contained in:
parent
6ad0089524
commit
4bd44f9d62
1 changed files with 1 additions and 1 deletions
|
@ -366,7 +366,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
|
||||||
z = sprite->z * (1 / -256.f);
|
z = sprite->z * (1 / -256.f);
|
||||||
if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
|
if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
|
||||||
|
|
||||||
visibility = sectorVisibility(§or[sprite->sectnum]);// *(4.f / 5.f); // The factor comes directly from Polymost. No idea why this uses a different visibility setting. Bad projection math?
|
visibility = sectorVisibility(§or[sprite->sectnum]) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
|
||||||
|
|
||||||
// Weird Build logic that really makes no sense.
|
// Weird Build logic that really makes no sense.
|
||||||
if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
|
if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
|
||||||
|
|
Loading…
Reference in a new issue