- Make it more clear what bFakeBoundary did

This commit is contained in:
Magnus Norddahl 2017-07-02 15:35:29 +02:00
commit adcc7588ec
3 changed files with 34 additions and 33 deletions

View file

@ -79,7 +79,7 @@ namespace swrenderer
FDynamicColormap *patchstylecolormap = nullptr;
bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
if (!visible && !ds->bFogBoundary && !ds->Has3DFloorWalls())
{
return;
}
@ -139,7 +139,7 @@ namespace swrenderer
if (ds->maskedtexturecol == nullptr)
renderwall = false;
}
else if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
else if ((ds->Has3DFloorWalls() && !ds->Has3DFloorMidTexture()) || !visible)
{
renderwall = false;
}
@ -147,7 +147,7 @@ namespace swrenderer
if (renderwall)
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade, wrap);
if (ds->bFakeBoundary & 3)
if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
{
RenderFakeWallRange(ds, x1, x2, wallshade);
}
@ -540,7 +540,7 @@ namespace swrenderer
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
sector_t *sec = backsector;
backsector = frontsector;
@ -709,7 +709,7 @@ namespace swrenderer
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
@ -888,7 +888,7 @@ namespace swrenderer
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{