- implement per-renderer sprite hiding based on the actor's render feature flags
- hook the thing up to zscript (does not currently compile)
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@ -32,6 +32,7 @@
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, r_drawfuzz)
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extern uint32_t r_renderercaps;
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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{
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@ -176,6 +177,12 @@ bool RenderPolySprite::IsThingCulled(AActor *thing)
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return true;
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}
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// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
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// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
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if ((!!((uint32_t)(thing->renderrequired) & ~r_renderercaps)) ||
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(!!((uint32_t)(thing->renderhidden) & r_renderercaps)))
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return true;
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return false;
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}
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