mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- wall sprite positioning tweaks.
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
This commit is contained in:
parent
89344a6023
commit
a32489be31
1 changed files with 2 additions and 2 deletions
|
@ -62,7 +62,7 @@ static int GetClosestPointOnWall(spritetype* spr, walltype* wal, vec2_t* const n
|
|||
else if (d.x == 0)
|
||||
{
|
||||
// line is vertical.
|
||||
if (pos.x == w.x && (spr->ang & 0x3ff) == 0)
|
||||
if (abs(pos.x - w.x) <= 1 && (spr->ang & 0x3ff) == 0)
|
||||
{
|
||||
*n = pos.vec2;
|
||||
return 0;
|
||||
|
@ -72,7 +72,7 @@ static int GetClosestPointOnWall(spritetype* spr, walltype* wal, vec2_t* const n
|
|||
else if (d.y == 0)
|
||||
{
|
||||
// line is horizontal.
|
||||
if (pos.y == w.y && (spr->ang & 0x3ff) == 0x200)
|
||||
if (abs(pos.y - w.y) <= 1 && (spr->ang & 0x3ff) == 0x200)
|
||||
{
|
||||
*n = pos.vec2;
|
||||
return 0;
|
||||
|
|
Loading…
Reference in a new issue