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- got rid of integer vector math in hw_bunchdrawer.cpp
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0767ffe41b
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2954603573
2 changed files with 3 additions and 4 deletions
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@ -63,7 +63,7 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, angle_t a1, an
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viewx = view.X * (1/ 16.f);
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viewy = view.Y * -(1/ 16.f);
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viewz = (float)di->Viewpoint.Pos.Z;
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iview = view;
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StartScene();
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gcosang = g_cosbam(di->Viewpoint.RotAngle);
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@ -676,7 +676,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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if ((actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) || actor->spr.xrepeat == 0 || actor->spr.yrepeat == 0) // skip invisible sprites
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continue;
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int sx = actor->int_pos().X - iview.X, sy = actor->int_pos().Y - int(iview.Y);
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auto viewvec = actor->spr.pos.XY() - DVector2(viewx, -viewy); // note that viewy is in render coordinates
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// this checks if the sprite is it behind the camera, which will not work if the pitch is high enough to necessitate a FOV of more than 180°.
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//if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[actor->spr.picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
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@ -684,7 +684,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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if ((actor->spr.cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL) ||
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(r_voxels && tiletovox[actor->spr.picnum] >= 0 && voxmodels[tiletovox[actor->spr.picnum]]) ||
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(r_voxels && gi->Voxelize(actor->spr.picnum) > -1) ||
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DMulScale(bcos(actor->int_ang()), -sx, bsin(actor->int_ang()), -sy, 6) > 0)
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(actor->spr.angle.Cos() * viewvec.X) + (actor->spr.angle.Sin() * viewvec.Y) < 0)
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if (!renderAddTsprite(di->tsprites, actor))
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break;
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}
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@ -25,7 +25,6 @@ class BunchDrawer
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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double viewx, viewy;
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vec2_t iview;
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float gcosang, gsinang;
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BitArray gotsector;
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BitArray gotsection2;
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