Add missing segment clipping clamps for decals, sprites and wall sprites
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9daec9dc46
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5 changed files with 17 additions and 15 deletions
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@ -218,14 +218,6 @@ namespace swrenderer
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}
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}
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// Clip sprite to drawseg
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x1 = MAX<int>(clipper->x1, x1);
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x2 = MIN<int>(clipper->x2, x2);
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if (x1 >= x2)
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{
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return;
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}
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// Prepare lighting
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ProjectedWallLight light;
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light.SetColormap(lightsector, curline);
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@ -250,7 +242,7 @@ namespace swrenderer
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if (visible)
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{
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thread->PrepareTexture(WallSpriteTile, decal->RenderStyle);
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drawerargs.DrawMasked(thread, zpos + WallSpriteTile->GetTopOffset(0) * decal->ScaleY, decal->ScaleY, decal->RenderFlags & RF_XFLIP, decal->RenderFlags & RF_YFLIP, WallC, light, WallSpriteTile, mfloorclip, mceilingclip, decal->RenderStyle);
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drawerargs.DrawMasked(thread, zpos + WallSpriteTile->GetTopOffset(0) * decal->ScaleY, decal->ScaleY, decal->RenderFlags & RF_XFLIP, decal->RenderFlags & RF_YFLIP, WallC, clipper->x1, clipper->x2, light, WallSpriteTile, mfloorclip, mceilingclip, decal->RenderStyle);
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}
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// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
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