Mostly fix OpenGL floor-clipping sprites
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mentioned in merge request Hanicef/SRB2Classic!15 (merged)
3538 wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co; 3539 } 3540 3541 3531 // Let dispoffset work first since this adjust each vertex 3532 // ...nah 3542 3533 HWR_RotateSpritePolyToAim(spr, wallVerts, false); 3534 3535 // push it toward the camera to mitigate floor-clipping sprites 3536 float sprdist = sqrtf((spr->x1 - gl_viewx)*(spr->x1 - gl_viewx) + (spr->z1 - gl_viewy)*(spr->z1 - gl_viewy) + (spr->gzt - gl_viewz)*(spr->gzt - gl_viewz)); 3537 float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist; 3538 size_t i; 3539 for (i = 0; i < 4; i++) 3540 { 3541 wallVerts[i].x += (gl_viewx - wallVerts[i].x)*distfact; 3542 wallVerts[i].z += (gl_viewy - wallVerts[i].z)*distfact; 3543 wallVerts[i].y += (gl_viewz - wallVerts[i].y)*distfact; - Comment on lines +3541 to +3543
3541 wallVerts[i].x += (gl_viewx - wallVerts[i].x)*distfact; 3542 wallVerts[i].z += (gl_viewy - wallVerts[i].z)*distfact; 3543 wallVerts[i].y += (gl_viewz - wallVerts[i].y)*distfact; 3541 wallVerts[i].x += (gl_viewx - wallVerts[i].x)*distfact; 3542 wallVerts[i].z += (gl_viewy - wallVerts[i].z)*distfact; 3543 wallVerts[i].y += (gl_viewz - wallVerts[i].y)*distfact;
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