if (!drawdecals)
continue;
- if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
+ if (!r_refdef.view.useperspective || (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size)))
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
continue;
killdecal:
t2f[6] = v[1];t2f[7] = tex->t1;
break;
}
+ if (r_showparticleedges.integer)
+ {
+ R_DebugLine(v3f, v3f + 3);
+ R_DebugLine(v3f + 3, v3f + 6);
+ R_DebugLine(v3f + 6, v3f + 9);
+ R_DebugLine(v3f + 9, v3f);
+ }
}
// now render batches of particles based on blendmode and texture
continue;
}
// anything else just has to be in front of the viewer and visible at this distance
- if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
+ if (!r_refdef.view.useperspective || (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size)))
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
break;
}