Renderer floatification: Use floating point for geometry Zs

This commit is contained in:
Randy Heit 2016-04-21 19:46:03 -05:00
commit b2b3e50c5c
3 changed files with 24 additions and 26 deletions

View file

@ -78,10 +78,10 @@ extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
fixed_t rw_backcz1, rw_backcz2;
fixed_t rw_backfz1, rw_backfz2;
fixed_t rw_frontcz1, rw_frontcz2;
fixed_t rw_frontfz1, rw_frontfz2;
double rw_backcz1, rw_backcz2;
double rw_backfz1, rw_backfz2;
double rw_frontcz1, rw_frontcz2;
double rw_frontfz1, rw_frontfz2;
size_t MaxDrawSegs;
@ -596,10 +596,10 @@ void R_AddLine (seg_t *line)
{
backsector = line->backsector;
}
rw_frontcz1 = frontsector->ceilingplane.ZatPointFixed(line->v1);
rw_frontfz1 = frontsector->floorplane.ZatPointFixed(line->v1);
rw_frontcz2 = frontsector->ceilingplane.ZatPointFixed(line->v2);
rw_frontfz2 = frontsector->floorplane.ZatPointFixed(line->v2);
rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
@ -618,10 +618,10 @@ void R_AddLine (seg_t *line)
}
doorclosed = 0; // killough 4/16/98
rw_backcz1 = backsector->ceilingplane.ZatPointFixed (line->v1);
rw_backfz1 = backsector->floorplane.ZatPointFixed(line->v1);
rw_backcz2 = backsector->ceilingplane.ZatPointFixed(line->v2);
rw_backfz2 = backsector->floorplane.ZatPointFixed(line->v2);
rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
// Cannot make these walls solid, because it can result in
// sprite clipping problems for sprites near the wall