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Fix portals
- Resetting portalcullsector fixes the major visual glitches - Using 32 bits for nummasks and i fixes crashes when rendering lots of portals # Conflicts: # src/r_main.c
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4 changed files with 5 additions and 6 deletions
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@ -1500,8 +1500,7 @@ static void Mask_Post (maskcount_t* m)
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void R_RenderPlayerView(void)
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{
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player_t * player = &players[displayplayers[viewssnum]];
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UINT8 nummasks = 1;
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INT32 nummasks = 1;
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maskcount_t* masks = malloc(sizeof(maskcount_t));
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// if this is display player 1
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@ -1572,7 +1571,6 @@ void R_RenderPlayerView(void)
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R_ClipSprites(drawsegs, NULL);
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ps_sw_spritecliptime = I_GetPreciseTime() - ps_sw_spritecliptime;
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// Add skybox portals caused by sky visplanes.
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if (cv_skybox.value && player->skybox.viewpoint)
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Portal_AddSkyboxPortals(player);
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@ -132,6 +132,7 @@ static portal_t* Portal_Add (const INT16 x1, const INT16 x2)
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void Portal_Remove (portal_t* portal)
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{
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portalcullsector = NULL;
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portal_base = portal->next;
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Z_Free(portal->ceilingclip);
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Z_Free(portal->floorclip);
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@ -3274,10 +3274,10 @@ static void R_DrawMaskedList (drawnode_t* head)
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}
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}
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void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
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void R_DrawMasked(maskcount_t* masks, INT32 nummasks)
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{
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drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */
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SINT8 i;
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INT32 i;
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heads = calloc(nummasks, sizeof(drawnode_t));
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@ -99,7 +99,7 @@ typedef struct
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sector_t* viewsector;
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} maskcount_t;
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void R_DrawMasked(maskcount_t* masks, UINT8 nummasks);
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void R_DrawMasked(maskcount_t* masks, INT32 nummasks);
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// ----------
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// VISSPRITES
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