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- fixed: voxel culling must take sprite flipping into account.
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1 changed files with 2 additions and 1 deletions
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@ -153,7 +153,8 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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model->BuildVertexBuffer(&mr);
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mr.BeginDrawModel(RenderStyle, nullptr, rotmat, portalState.isMirrored());
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bool mirrored = ((Sprite->cstat & CSTAT_SECTOR_XFLIP) != 0) ^ ((Sprite->cstat & CSTAT_SECTOR_YFLIP) != 0) ^ portalState.isMirrored();
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mr.BeginDrawModel(RenderStyle, nullptr, rotmat, mirrored);
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mr.SetupFrame(model, 0, 0, 0);
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model->RenderFrame(&mr, TexMan.GetGameTexture(model->GetPaletteTexture()), 0, 0, 0.f, TRANSLATION(Translation_Remap + curbasepal, palette));
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mr.EndDrawModel(RenderStyle, nullptr);
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