- don't use Build's clipping code to clip automap parts to the screen.

Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
This commit is contained in:
Christoph Oelckers 2019-12-31 19:38:50 +01:00
parent d3a57e6e74
commit ef5292b4ae

View file

@ -8346,15 +8346,9 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
npoints++;
}
if (npoints > 0) xb1[npoints-1] = l; //overwrite point2
if ((i&0xf0) != 0xf0) continue;
vec2_t bak = { rx1[0], mulscale16(ry1[0]-(ydim<<11),xyaspect)+(ydim<<11) };
if (i&0x0f)
{
npoints = clippoly(npoints,i);
if (npoints < 3) continue;
}
//Collect floor sprites to draw
for (i=headspritesect[s]; i>=0; i=nextspritesect[i])
@ -8421,8 +8415,6 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
calc_globalshifts();
sethlinesizes(picsiz[globalpicnum]&15,picsiz[globalpicnum]>>4,globalbufplc);
if ((globalorientation&0x4) > 0)
{
i = globalposx; globalposx = -globalposy; globalposy = -i;
@ -8495,15 +8487,9 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
i |= getclipmask(x-c1.x,c2.x-x,y-c1.y,c2.y-y);
rx1[3] = x; ry1[3] = y;
if ((i&0xf0) != 0xf0) continue;
vec2_t bak = { rx1[0], mulscale16(ry1[0] - (ydim << 11), xyaspect) + (ydim << 11) };
if (i&0x0f)
{
npoints = clippoly(npoints,i);
if (npoints < 3) continue;
}
globalpicnum = spr->picnum;
globalpal = spr->pal; // GL needs this, software doesn't