consider nodraw shaders in fog direction deduction

This commit is contained in:
Garux
2022-10-30 10:00:42 +03:00
parent f53bfde1a1
commit 8565682f07
2 changed files with 3 additions and 3 deletions

View File

@@ -440,7 +440,7 @@ void EmitFogs(){
/* find visible axial side */
for ( size_t j = 6; j-- > 0; ) // prioritize +Z (index 5) then -Z (index 4) in ambiguous case; fogged pit is assumed as most likely case
{
if ( !fog.brush->sides[ j ].visibleHull.empty() ) {
if ( !fog.brush->sides[ j ].visibleHull.empty() && !( fog.brush->sides[ j ].compileFlags & C_NODRAW ) ) {
Sys_Printf( "Fog %zu has visible side %zu\n", i, j );
bspFog.visibleSide = j;
break;
@@ -450,7 +450,7 @@ void EmitFogs(){
if( bspFog.visibleSide < 0 ){
for ( size_t j = 6; j < fog.brush->sides.size(); ++j )
{
if ( !fog.brush->sides[ j ].visibleHull.empty() ) {
if ( !fog.brush->sides[ j ].visibleHull.empty() && !( fog.brush->sides[ j ].compileFlags & C_NODRAW ) ) {
Sys_Printf( "Fog %zu has visible side %zu\n", i, j );
bspFog.visibleSide = j;
break;