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Improve depth fighting mitigation for floor aligned sprites.
git-svn-id: https://svn.eduke32.com/eduke32@5403 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 6 deletions
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@ -4500,13 +4500,16 @@ void polymost_drawsprite(int32_t snum)
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// Project rotated 3D points to screen
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const int foff_sign = (tspr->z > globalposz) ? -1 : 1;
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float fadjust = 0.f;
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int fadjust = 0;
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if (tspr->z == sec->ceilingz) tspr->z++, fadjust = .001f * tspr->owner;
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if (tspr->z == sec->floorz) tspr->z--, fadjust = .001f * tspr->owner;
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// unfortunately, offsetting by only 1 isn't enough on most Android devices
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if (tspr->z == sec->ceilingz || tspr->z == sec->ceilingz + 1)
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tspr->z = sec->ceilingz + 2, fadjust = (tspr->owner & 31);
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float f = (fadjust + (float) (tspr->z - globalposz) + foff_sign) * gyxscale;
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if (tspr->z == sec->floorz || tspr->z == sec->floorz - 1)
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tspr->z = sec->floorz - 2, fadjust = -((tspr->owner & 31));
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float f = (float)(tspr->z - globalposz + fadjust) * gyxscale;
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for (int j = 0; j < npoints; j++)
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{
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@ -4518,7 +4521,7 @@ void polymost_drawsprite(int32_t snum)
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// gd? Copied from floor rendering code
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xtex.d = 0;
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ytex.d = gxyaspect / (double)(tspr->z - globalposz + foff_sign);
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ytex.d = gxyaspect / (double)(tspr->z - globalposz + fadjust);
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otex.d = -ghoriz * ytex.d;
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// copied&modified from relative alignment
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