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OpenGL2: Flares in mirrors calculate wrong depth and have wrong visibility #641

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zturtleman opened this issue Feb 13, 2024 · 0 comments

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@zturtleman
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The Oblique Near-plane Clipping used in R_SetupProjectionZ() to avoiding portal views needing to use a clip plane breaks determining flare visibility. This can be seen in q3dm0 when standing directly in front of the mirror and looking to the left or right and the flares turn off.

Looking forward:
shot0050

Turning to the right, one flare turns off:
shot0051

Continuing to turn to the right, the other flare turns off:
shot0052

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