Use consistant right-edge rules in the renderer.

- The original Doom renderer was inclusive for all right edges. This was
  fine for the wonky projection it did. This was not fine for a standard
  perspective divide, so I had to change walls to be right-edge exclusive
  when I changed the projection. I only touched what was needed. Until
  now. The right edge is always exclusive now, which should prevent any
  more bugs related to mixing the two clusivities incorrectly.
This commit is contained in:
Randy Heit 2016-01-30 21:19:23 -06:00
commit 240ca2af4c
6 changed files with 105 additions and 112 deletions

View file

@ -541,7 +541,7 @@ void R_AddLine (seg_t *line)
if (WallC.Init(tx1, ty1, tx2, ty2, 32))
return;
if (WallC.sx1 > WindowRight || WallC.sx2 < WindowLeft)
if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft)
return;
if (line->linedef == NULL)