Renderer floatification: Use floating point for geometry Zs
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3ef5a678d5
commit
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3 changed files with 24 additions and 26 deletions
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@ -932,19 +932,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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if (fakeside == FAKED_AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPointFixed(pos))
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == FAKED_BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPointFixed(pos))
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPointFixed(pos))
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPointFixed(pos))
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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@ -1929,7 +1929,7 @@ void R_DrawSprite (vissprite_t *spr)
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{
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if (!(fake3D & FAKE3D_CLIPTOP))
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{
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sclipTop = spr->sector->ceilingplane.ZatPointFixed(ViewPos);
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sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
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}
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sector_t *sec = NULL;
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for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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