- fixed: line portal rendering PR was missing handling for portals with z offset.
Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
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3 changed files with 49 additions and 10 deletions
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@ -147,10 +147,16 @@ void HWDrawInfo::WorkerThread()
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{
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auto portal = seg->linedef->getPortal();
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backsector = portal->mDestination->frontsector;
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back = hw_FakeFlat(backsector, in_area, true);
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if (front->floorplane.isSlope() || front->ceilingplane.isSlope() || back->floorplane.isSlope() || back->ceilingplane.isSlope())
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{
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// Having a one-sided portal like this with slopes is too messy so let's ignore that case.
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back = nullptr;
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}
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}
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if (backsector)
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else if (backsector)
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{
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if (front->sectornum == backsector->sectornum || ((seg->sidedef->Flags & WALLF_POLYOBJ) && !seg->linedef->isVisualPortal()))
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if (front->sectornum == backsector->sectornum || (seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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back = front;
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}
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