Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
This commit is contained in:
commit
7980d351b7
32 changed files with 174 additions and 143 deletions
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@ -994,7 +994,7 @@ void HWDrawInfo::RenderOrthoNoFog(FRenderState& state)
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double vxdbl = Viewpoint.camera->X();
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double vydbl = Viewpoint.camera->Y();
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double ext = Viewpoint.camera->ViewPos->Offset.Length() ?
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3.0 * Viewpoint.camera->ViewPos->Offset.Length() : 100.0;
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3.0 * Viewpoint.camera->ViewPos->Offset.Length() * tan (Viewpoint.FieldOfView.Radians()*0.5) : 100.0;
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FBoundingBox viewbox(vxdbl, vydbl, ext);
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for (unsigned int kk = 0; kk < Level->subsectors.Size(); kk++)
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@ -410,8 +410,6 @@ public:
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TArray<lightlist_t> *lightlist;
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DRotator Angles;
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bool nomipmap; // force the sprite to have no mipmaps (ensures tiny sprites in the distance stay crisp)
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void SplitSprite(HWDrawInfo *di, FRenderState& state, sector_t * frontsector, bool translucent);
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void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
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bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
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@ -227,7 +227,12 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetFog(0, 0);
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}
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int clampmode = nomipmap ? CLAMP_XY_NOMIP : CLAMP_XY;
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int clampmode = CLAMP_XY;
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if (texture && texture->isNoMipmap())
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{
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clampmode = CLAMP_XY_NOMIP;
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}
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uint32_t spritetype = actor? uint32_t(actor->renderflags & RF_SPRITETYPEMASK) : 0;
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if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, clampmode, translation, OverrideShader);
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@ -849,8 +854,6 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
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return;
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}
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nomipmap = (thing->renderflags2 & RF2_NOMIPMAP);
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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 ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
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@ -1471,7 +1474,6 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, FRenderState& state, particle_t *
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actor = nullptr;
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this->particle = particle;
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fullbright = particle->flags & SPF_FULLBRIGHT;
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nomipmap = particle->flags & SPF_NOMIPMAP;
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if (di->isFullbrightScene())
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{
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@ -704,7 +704,7 @@ void FRenderViewpoint::SetViewAngle(const FViewWindow& viewWindow)
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HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees());
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if (IsOrtho() && (camera->ViewPos->Offset.XY().Length() > 0.0))
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ScreenProj = 1.34396 / camera->ViewPos->Offset.Length(); // [DVR] Estimated. +/-1 should be top/bottom of screen.
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ScreenProj = 1.34396 / camera->ViewPos->Offset.Length() / tan (FieldOfView.Radians()*0.5); // [DVR] Estimated. +/-1 should be top/bottom of screen.
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}
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