Corrected botch-up with plane viewangles, slope planes probably broke because of the last commit

This commit is contained in:
Monster Iestyn 2016-04-05 10:43:56 +01:00
parent 44fe6e0533
commit 48e3b5e37d
1 changed files with 3 additions and 3 deletions

View File

@ -299,7 +299,7 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
}
length = FixedMul (distance,distscale[x1]);
angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
/// \note Wouldn't it be faster just to add viewx and viewy
// to the plane's x/yoffs anyway??
@ -970,14 +970,14 @@ void R_DrawSinglePlane(visplane_t *pl)
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = ANG2RAD(ANGLE_270 - viewangle);
ang = ANG2RAD(ANGLE_270 - pl->viewangle);
p.x = vx * cos(ang) - vy * sin(ang);
p.z = vx * sin(ang) + vy * cos(ang);
temp = P_GetZAt(pl->slope, -xoffs, yoffs);
p.y = FIXED_TO_FLOAT(temp) - vz;
// m is the v direction vector in view space
ang = ANG2RAD(ANGLE_180 - pl->viewangle);
ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle));
m.x = cos(ang);
m.z = sin(ang);