From 11c94d33121ae9e8b148b7d19adb57114c95998f Mon Sep 17 00:00:00 2001 From: Sryder Date: Wed, 19 Jun 2019 20:05:20 +0100 Subject: [PATCH] Stop OpenGL having infinite precipitation draw distance --- src/hardware/hw_main.c | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 63cde0ca..8863de93 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -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 }