- Slightly improve softpoly opaque pass performance
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3 changed files with 61 additions and 51 deletions
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@ -112,7 +112,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const TriMatrix &world
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}
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else
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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sector_t *backsector = line->backsector;
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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