Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn

This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
This commit is contained in:
Monster Iestyn 2016-04-25 18:48:14 +01:00
parent ab2cadd372
commit 0a887948eb
1 changed files with 2 additions and 10 deletions

View File

@ -2696,11 +2696,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
worldlowslope >>= 4; worldlowslope >>= 4;
#endif #endif
if (worldhigh < worldtop if (toptexture)
#ifdef ESLOPE
|| worldhighslope < worldtopslope
#endif
)
{ {
pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale); pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
pixhighstep = -FixedMul (rw_scalestep,worldhigh); pixhighstep = -FixedMul (rw_scalestep,worldhigh);
@ -2713,11 +2709,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
#endif #endif
} }
if (worldlow > worldbottom if (bottomtexture)
#ifdef ESLOPE
|| worldlowslope > worldbottomslope
#endif
)
{ {
pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale); pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
pixlowstep = -FixedMul (rw_scalestep,worldlow); pixlowstep = -FixedMul (rw_scalestep,worldlow);