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.

This commit is contained in:
Major Cooke 2021-12-06 02:13:40 -06:00 committed by Rachael Alexanderson
commit 046799db68
4 changed files with 2 additions and 69 deletions

View file

@ -734,12 +734,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
DVector3 thingorigin = thing->Pos();
if (thruportal == 1) thingorigin += di->Level->Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return;
// Try to do an inverted trace to get to the camera's body. This way, we know exactly behind which line to disable.
// Currently doesn't work.
FViewPosition *vpos = camera->ViewPos;
if (vpos && vpos->TraceBack(camera))
return;
}
// Thing is invisible if close to the camera.
if (thing->renderflags & RF_MAYBEINVISIBLE)