Stop OpenGL having infinite precipitation draw distance

This commit is contained in:
Sryder 2019-06-19 20:05:20 +01:00
parent 987b20e5b6
commit 11c94d3312
1 changed files with 1 additions and 8 deletions

View File

@ -5470,7 +5470,7 @@ static void HWR_AddSprites(sector_t *sec)
}
#ifdef HWPRECIP
// Someone seriously wants infinite draw distance for precipitation?
// No to infinite precipitation draw distance.
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
@ -5486,13 +5486,6 @@ static void HWR_AddSprites(sector_t *sec)
HWR_ProjectPrecipitationSprite(precipthing);
}
}
else
{
// Draw everything in sector, no checks
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
if (!(precipthing->precipflags & PCF_INVISIBLE))
HWR_ProjectPrecipitationSprite(precipthing);
}
#endif
}