- do not render sprites that are extremely close to the camera.

These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
This commit is contained in:
Christoph Oelckers 2021-04-20 00:15:11 +02:00
parent 2f696e1a95
commit ccdf9d13f1

View file

@ -331,6 +331,8 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
y = spr->y * (1 / -16.f); y = spr->y * (1 / -16.f);
auto vp = di->Viewpoint; auto vp = di->Viewpoint;
if ((vp.Pos.XY() - DVector2(x, y)).LengthSquared() < 0.125) return;
if (modelframe == 0) if (modelframe == 0)
{ {
int flags = spr->cstat; int flags = spr->cstat;