Fix 3d floor rendering bug
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a74be69371
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8 changed files with 66 additions and 86 deletions
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@ -90,27 +90,22 @@ namespace swrenderer
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}
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}
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float alpha = (float)MIN(curline->linedef->alpha, 1.);
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bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
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bool visible = alpha > 0.0f;
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if (!visible && !ds->drawsegclip.bFogBoundary && !ds->Has3DFloorWalls())
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if (!ds->HasTranslucentMidTexture() && !ds->HasFogBoundary() && !ds->Has3DFloorWalls())
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{
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return;
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}
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// [RH] Draw fog partition
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if (ds->drawsegclip.bFogBoundary)
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if (ds->HasFogBoundary())
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{
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RenderFogBoundary renderfog;
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renderfog.Render(Thread, x1, x2, ds->drawsegclip, mLight);
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}
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bool notrelevant = false;
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if (ds->texcoords && visible)
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if (ds->HasTranslucentMidTexture())
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notrelevant = RenderWall(ds, x1, x2);
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if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
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if (ds->Has3DFloorWalls())
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{
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Render3DFloorWallRange(ds, x1, x2);
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}
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