by Graf Zahl » Sun Apr 30, 2017 12:58 pm
I never implemented this in the software renderer because at least back then it was too messy.
If you are interested how to handle sprites with line portals, what I did was to link each actor into a list with all potentially touching line portals and then go through that list for all rendered portals and check each sprite if it actualy intersects with the portal (See gl_sprite.cpp, gl_RenderActorsInPortal)
QZDoom's software renderer should of course use the same lists that are already present for OpenGL.
I never implemented this in the software renderer because at least back then it was too messy.
If you are interested how to handle sprites with line portals, what I did was to link each actor into a list with all potentially touching line portals and then go through that list for all rendered portals and check each sprite if it actualy intersects with the portal (See gl_sprite.cpp, gl_RenderActorsInPortal)
QZDoom's software renderer should of course use the same lists that are already present for OpenGL.