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

@ -932,19 +932,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
{
if (fakeside == FAKED_AboveCeiling)
{
if (gzt < heightsec->ceilingplane.ZatPointFixed(pos))
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
return;
}
else if (fakeside == FAKED_BelowFloor)
{
if (gzb >= heightsec->floorplane.ZatPointFixed(pos))
if (gzb >= heightsec->floorplane.ZatPoint(pos))
return;
}
else
{
if (gzt < heightsec->floorplane.ZatPointFixed(pos))
if (gzt < heightsec->floorplane.ZatPoint(pos))
return;
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPointFixed(pos))
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
return;
}
}
@ -1929,7 +1929,7 @@ void R_DrawSprite (vissprite_t *spr)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = spr->sector->ceilingplane.ZatPointFixed(ViewPos);
sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
}
sector_t *sec = NULL;
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)