Visibility Rendering Fixes

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Major Cooke
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Visibility Rendering Fixes

Post by Major Cooke »

Pull Request
Alright, this works much better.

So it turns out using Normalized180() was actually a pretty bad idea. Removed that.
Now using just the camera instead of camera->player->mo.
And now using ViewPos.
Also fixed an issue where the property wasn't working correctly.
Last edited by Major Cooke on Sat Sep 24, 2016 9:41 am, edited 1 time in total.
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Re: Visibility Rendering Fixes

Post by Major Cooke »

Graf Zahl wrote:I had a quick look and it seems that the needed info is currently not stored globally. I'll have to think about it a bit.
I just did some testing with Arookas' portal map. Seems to be working so far.
Attachments
test.pk3
Summon A under the portal.
(7.27 KiB) Downloaded 36 times
portals.wad
(49.7 KiB) Downloaded 36 times
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Graf Zahl
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Re: Visibility Rendering Fixes

Post by Graf Zahl »

There may be one edge case where this may not work as-is, and that's when a sprite is being split across a portal boundary in GZDoom. If you process the part of the other side of the portal, Pos() may not be what this code expects.

I merged it anyway because it's better than the old version.
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Re: Visibility Rendering Fixes

Post by Major Cooke »

Yeah, I'd rather get that crap fixed ASAP than wait. Thanks.

I can take a look into GZDoom-specific version now if you wish.
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Re: Visibility Rendering Fixes

Post by Graf Zahl »

If you want to do it, great. I'm a bit exhausted after the savegame stuff and right now do not feel motivated...
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Re: Visibility Rendering Fixes

Post by Major Cooke »

Did some more testing with it, it appears to be working just fine so far with portals. Stuck a couple sprites exactly in the middle of the line.

The only thing that didn't really work was flat sprites when on the same side of the portal as the flat sprite itself.
Spoiler: Pic
That's the only bug I encountered, but otherwise the visibility changing based on relative angle worked out perfectly.
Spoiler: Pic
Even with flat sprites off it appeared fine.
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