- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.

This looks like it fixes a few render glitches.
This commit is contained in:
Christoph Oelckers 2020-02-15 21:36:29 +01:00
parent 410f5a4545
commit cc872c79fc

View file

@ -818,9 +818,6 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
dm1.x = xbr;
}
dm0.x -= DOMOST_OFFSET;
dm1.x += DOMOST_OFFSET;
drawpoly_alpha = 0.f;
drawpoly_blend = 0;
@ -894,14 +891,6 @@ static void polymost_domost(float x0, float y0, float x1, float y1, float y0top
float const rdx = 1.f/dx;
for (bssize_t i = 0; i < scnt; i++)
{
if (spx[i] < x0)
spx[i] = x0;
else if (spx[i] > x1)
spx[i] = x1;
}
for (bssize_t z=0, vcnt=0; z<=scnt; z++,i=vcnt)
{
float t;
@ -1565,7 +1554,7 @@ static void polymost_internal_nonparallaxed(vec2f_t n0, vec2f_t n1, float ryp0,
{
int const have_floor = sectnum & MAXSECTORS;
sectnum &= ~MAXSECTORS;
usectortype const * const sec = (usectortype *)&sector[sectnum];
auto const sec = (usectorptr_t)&sector[sectnum];
// comments from floor code:
//(singlobalang/-16384*(sx-ghalfx) + 0*(sy-ghoriz) + (cosviewingrangeglobalang/16384)*ghalfx)*d + globalposx = u*16