re-check line-of-sight depth readout from the graphics driver
- manually intersect line-of-sight with all map geometry - shorten sight vector if necessary
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@@ -1004,6 +1004,7 @@ void readdepth(int w, int h, vec &pos)
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vec4 world;
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invmvpmatrix.transform(screen, world);
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pos = vec(world.x, world.y, world.z).div(world.w);
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intersectgeometry(camera1->o, pos);
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}
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VARP(ignoreoverride_nowaterreflect, 0, 0, 1);
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