From bfc00410c405a5d2455a0bf3d6bdeaab472ef645 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Wed, 17 Jan 2024 01:44:37 +0100 Subject: [PATCH] Flip which sidedef the 3d floor walls belong to --- src/lightmapper/doom_levelsubmesh.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/lightmapper/doom_levelsubmesh.cpp b/src/lightmapper/doom_levelsubmesh.cpp index 5a827d6..0406606 100644 --- a/src/lightmapper/doom_levelsubmesh.cpp +++ b/src/lightmapper/doom_levelsubmesh.cpp @@ -332,20 +332,20 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(std::mapV1(doomMap); FVector2 v2 = side->V2(doomMap); - float v1Top = (float)front->ceilingplane.ZatPoint(v1); - float v1Bottom = (float)front->floorplane.ZatPoint(v1); - float v2Top = (float)front->ceilingplane.ZatPoint(v2); - float v2Bottom = (float)front->floorplane.ZatPoint(v2); + float v1Top = (float)back->ceilingplane.ZatPoint(v1); + float v1Bottom = (float)back->floorplane.ZatPoint(v1); + float v2Top = (float)back->ceilingplane.ZatPoint(v2); + float v2Bottom = (float)back->floorplane.ZatPoint(v2); - for (unsigned int j = 0; j < front->x3dfloors.Size(); j++) + for (unsigned int j = 0; j < back->x3dfloors.Size(); j++) { - IntSector* xfloor = front->x3dfloors[j]; + IntSector* xfloor = back->x3dfloors[j]; // Don't create a line when both sectors have the same 3d floor bool bothSides = false; - for (unsigned int k = 0; k < back->x3dfloors.Size(); k++) + for (unsigned int k = 0; k < front->x3dfloors.Size(); k++) { - if (back->x3dfloors[k] == xfloor) + if (front->x3dfloors[k] == xfloor) { bothSides = true; break; @@ -377,7 +377,7 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(std::mapsectorGroup[front->Index(doomMap)]; + surf.SectorGroup = LevelMesh->sectorGroup[back->Index(doomMap)]; surf.Texture = side->GetTexture(WallPart::MIDDLE); AddWallVertices(surf, verts);