Renderer floatification: Use floating point for decals

This commit is contained in:
Randy Heit 2016-04-21 20:17:02 -05:00
commit 1f97488945
2 changed files with 14 additions and 21 deletions

View file

@ -632,9 +632,8 @@ void R_DrawWallSprite(vissprite_t *spr)
void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans))
{
unsigned int texturecolumn = lwall[dc_x] >> FRACBITS;
dc_iscale = MulScale16 (swall[dc_x], rw_offset);
spryscale = SafeDivScale32 (1, dc_iscale);
dc_iscale = MulScale16 (swall[dc_x], rw_offset/4);
spryscale = 65536.0 / dc_iscale;
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
@ -642,7 +641,7 @@ void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Sp
const BYTE *column;
const FTexture::Span *spans;
column = WallSpriteTile->GetColumn (texturecolumn, &spans);
column = WallSpriteTile->GetColumn (lwall[dc_x] >> FRACBITS, &spans);
dc_texturefrac = 0;
drawfunc (column, spans);
rw_light += rw_lightstep;