Renderer floatification: Use floating point for decals
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cb0fe38dfe
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1f97488945
2 changed files with 14 additions and 21 deletions
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@ -632,9 +632,8 @@ void R_DrawWallSprite(vissprite_t *spr)
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void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans))
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{
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unsigned int texturecolumn = lwall[dc_x] >> FRACBITS;
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dc_iscale = MulScale16 (swall[dc_x], rw_offset);
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spryscale = SafeDivScale32 (1, dc_iscale);
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dc_iscale = MulScale16 (swall[dc_x], rw_offset/4);
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spryscale = 65536.0 / dc_iscale;
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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@ -642,7 +641,7 @@ void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Sp
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const BYTE *column;
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const FTexture::Span *spans;
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column = WallSpriteTile->GetColumn (texturecolumn, &spans);
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column = WallSpriteTile->GetColumn (lwall[dc_x] >> FRACBITS, &spans);
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dc_texturefrac = 0;
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drawfunc (column, spans);
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rw_light += rw_lightstep;
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