diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 5d9c2993b..d7c73415a 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2182,27 +2182,34 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } else if (drawtextured) { -#ifdef ESLOPE // P.S. this is better-organized than the old version - fixed_t offs = sides[(newline ? newline : rover->master)->sidenum[0]].rowoffset; - grTex = HWR_GetTexture(texnum); - - wallVerts[3].t = (*rover->topheight - h + offs) * grTex->scaleY; - wallVerts[2].t = (*rover->topheight - hS + offs) * grTex->scaleY; - wallVerts[0].t = (*rover->topheight - l + offs) * grTex->scaleY; - wallVerts[1].t = (*rover->topheight - lS + offs) * grTex->scaleY; -#else - grTex = HWR_GetTexture(texnum); + fixed_t texturevpeg; + // Wow, how was this missing from OpenGL for so long? + // ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software + // -- Monster Iestyn 26/06/18 if (newline) { - wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY; + texturevpeg = sides[newline->sidenum[0]].rowoffset; + if (newline->flags & ML_DONTPEGBOTTOM) + texturevpeg -= *rover->topheight - *rover->bottomheight; } else { - wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY; + texturevpeg = sides[rover->master->sidenum[0]].rowoffset; + if (gr_linedef->flags & ML_DONTPEGBOTTOM) + texturevpeg -= *rover->topheight - *rover->bottomheight; } + + grTex = HWR_GetTexture(texnum); + +#ifdef ESLOPE + wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; + wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY; + wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; + wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY; +#else + wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY; #endif wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;