Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem.
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parent
4e8d59951b
commit
046799db68
4 changed files with 2 additions and 69 deletions
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@ -734,12 +734,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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DVector3 thingorigin = thing->Pos();
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if (thruportal == 1) thingorigin += di->Level->Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return;
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// Try to do an inverted trace to get to the camera's body. This way, we know exactly behind which line to disable.
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// Currently doesn't work.
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FViewPosition *vpos = camera->ViewPos;
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if (vpos && vpos->TraceBack(camera))
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return;
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}
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// Thing is invisible if close to the camera.
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if (thing->renderflags & RF_MAYBEINVISIBLE)
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@ -794,7 +794,6 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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{
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AActor *mo = viewpoint.camera;
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FViewPosition *VP = mo->ViewPos;
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if (VP) VP->ResetTraceInfo();
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const DVector3 orig = { mo->Pos().XY(), mo->player ? mo->player->viewz : mo->Z() + mo->GetCameraHeight() };
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viewpoint.ActorPos = orig;
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@ -879,10 +878,6 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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DefaultDraw = false;
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viewpoint.NoPortalPath = true;
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P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP);
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VP->PlrPos = orig;
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VP->CamPos = next;
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VP->CamSec = viewpoint.sector;
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if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
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{
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