VP Parallel * sprites can't be rotated along Z axis in GL
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tonik
With the OpenGL port, sprites that have the flag in the .SPR file set that makes them always face the player are always rendered with the top of the sprite pointing to the top of the screen, no matter what .angles_z/.avelocity_z/etc it is applied to it via QuakeC.
In the software-rendering ports of the same ZQuake builds, you can rotate a VP Parallel *-flagged .SPR sprite along the Z axis and they will be drawn with the correct rotation accordingly (like they should)
-JLsoft (jlsoftatc64dotorg)
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o really?