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Fixed blending of middle wall sections when viewer passes through them
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danij-deng committed Apr 20, 2012
1 parent 768d633 commit d8f6d5e
Showing 1 changed file with 4 additions and 5 deletions.
9 changes: 4 additions & 5 deletions doomsday/engine/portable/src/rend_main.c
Expand Up @@ -1743,10 +1743,9 @@ static boolean rendHEdgeSection(HEdge* hedge, BspLeaf* bspLeaf, sidedefsection_t

/**
* Can the player walk through this surface?
* If the player is close enough we should NOT add a
* solid hedge otherwise they'd get HOM when they are
* directly on top of the line (eg passing through an
* opaque waterfall).
* If the player is close enough we should NOT add a solid hedge otherwise HOM
* would occur when they are directly on top of the line (e.g., passing through
* an opaque waterfall).
*/

if(viewData->current.origin[VZ] > bottom &&
Expand All @@ -1762,7 +1761,7 @@ static boolean rendHEdgeSection(HEdge* hedge, BspLeaf* bspLeaf, sidedefsection_t
coord_t delta[2];

V2d_Subtract(delta, mo->origin, result);
distance = M_ApproxDistance(lineDef->direction[VX], lineDef->direction[VY]);
distance = M_ApproxDistance(delta[VX], delta[VY]);

if(distance < minDistance)
{
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