- pass mirroring info to model drawers.

Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
This commit is contained in:
Christoph Oelckers 2018-06-02 13:07:47 +02:00
commit 94d1a73ae8
9 changed files with 23 additions and 18 deletions

View file

@ -171,7 +171,9 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
objectToWorldMatrix.scale(1, stretch, 1);
BeginDrawModel(actor, smf, objectToWorldMatrix);
float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
EndDrawModel(actor, smf);
}
@ -207,7 +209,9 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
BeginDrawHUDModel(playermo, objectToWorldMatrix);
float orientation = smf->xscale * smf->yscale * smf->zscale;
BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
EndDrawHUDModel(playermo);
}