fix angled roll if xy billboard is enabled
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19291c5e5c
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1 changed files with 5 additions and 5 deletions
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@ -405,11 +405,14 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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return true;
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}
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// [DVR] +ANGLEDROLL
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const bool AngledRoll = (actor != nullptr && actor->renderflags2 & RF2_ANGLEDROLL);
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = ((particle && gl_billboard_particles && !(particle->flags & SPF_NO_XY_BILLBOARD)) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
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//&& di->mViewActor != nullptr
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&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
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&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD)))) && !AngledRoll;
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const bool drawBillboardFacingCamera = hw_force_cambbpref ? gl_billboard_faces_camera :
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gl_billboard_faces_camera
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@ -421,9 +424,6 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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const bool drawRollParticle = (particle != nullptr && particle->flags & SPF_ROLL);
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const bool doRoll = (drawRollSpriteActor || drawRollParticle);
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// [DVR] +ANGLEDROLL
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const bool AngledRoll = (actor != nullptr && actor->renderflags2 & RF2_ANGLEDROLL);
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// [fgsfds] check sprite type mask
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uint32_t spritetype = (uint32_t)-1;
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if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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