Fix portal and plane/sky interaction
More portal-related fixes:
- Fixes rendering issue 4 from issue #21 (Slope planes render with wrong height values when visportals are visible on-screen)
- Fixes sky rendering through portals, so that the sky you see through each portal is what you'd expect to see if you were actually there. Easiest way to see what I mean is through sky 22's planet, in a map with portals at 90 degrees to the other sides respectively (the example map on the wiki for ld40, for instance).
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Added 1 new commit:
- 48e3b5e3 - Corrected botch-up with plane viewangles, slope planes probably broke because of the last commit
Added 14 new commits:
- e91cfa71 - Fixed frustrating MIDI stuff
- 5aea82ec - Some drawing code cleanup
- 3117a6a1 - Splitscreen fixes
- 0dd92e93 - V_DrawFill in OGL now consistent with software
- 3b4b7a05 - Better CTF in splitscreen, no death message for spectators
- b9eed021 - whitespace clean
- 7830a9e2 - Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2
- f96b830f - Write/read FOF flags as 32-bit not 16-bit, whoops
- be7b866e - resynch_pak changes
- 18d5d64a - error conditions for Lua fixed point math
- a26989c9 - brevity is a virtue or something like that
- 0aba2f60 - Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
- b797ae97 - Merge branch 'master' into next
- 42b281f0 - Merge branch 'next' into portal-fix
Toggle commit listmentioned in commit bb9098b5
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