Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-03-24 09:08:39 +00:00
|
|
|
d_sprite.c
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
software top-level rasterization driver module for drawing sprites
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to:
|
|
|
|
|
|
|
|
Free Software Foundation, Inc.
|
|
|
|
59 Temple Place - Suite 330
|
|
|
|
Boston, MA 02111-1307, USA
|
|
|
|
|
|
|
|
$Id$
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <d_local.h>
|
2000-01-27 17:06:02 +00:00
|
|
|
#include <mathlib.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
static int sprite_height;
|
|
|
|
static int minindex, maxindex;
|
|
|
|
static sspan_t *sprite_spans;
|
|
|
|
|
|
|
|
#if !id386
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
D_SpriteDrawSpans
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void D_SpriteDrawSpans (sspan_t *pspan)
|
|
|
|
{
|
|
|
|
int count, spancount, izistep;
|
|
|
|
int izi;
|
|
|
|
byte *pbase, *pdest;
|
|
|
|
fixed16_t s, t, snext, tnext, sstep, tstep;
|
|
|
|
float sdivz, tdivz, zi, z, du, dv, spancountminus1;
|
|
|
|
float sdivz8stepu, tdivz8stepu, zi8stepu;
|
|
|
|
byte btemp;
|
|
|
|
short *pz;
|
|
|
|
|
|
|
|
sstep = 0; // keep compiler happy
|
|
|
|
tstep = 0; // ditto
|
|
|
|
|
|
|
|
pbase = cacheblock;
|
|
|
|
|
|
|
|
sdivz8stepu = d_sdivzstepu * 8;
|
|
|
|
tdivz8stepu = d_tdivzstepu * 8;
|
|
|
|
zi8stepu = d_zistepu * 8;
|
|
|
|
|
|
|
|
// we count on FP exceptions being turned off to avoid range problems
|
|
|
|
izistep = (int)(d_zistepu * 0x8000 * 0x10000);
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pdest = (byte *)d_viewbuffer + (screenwidth * pspan->v) + pspan->u;
|
|
|
|
pz = d_pzbuffer + (d_zwidth * pspan->v) + pspan->u;
|
|
|
|
|
|
|
|
count = pspan->count;
|
|
|
|
|
|
|
|
if (count <= 0)
|
|
|
|
goto NextSpan;
|
|
|
|
|
|
|
|
// calculate the initial s/z, t/z, 1/z, s, and t and clamp
|
|
|
|
du = (float)pspan->u;
|
|
|
|
dv = (float)pspan->v;
|
|
|
|
|
|
|
|
sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;
|
|
|
|
tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;
|
|
|
|
zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
// we count on FP exceptions being turned off to avoid range problems
|
|
|
|
izi = (int)(zi * 0x8000 * 0x10000);
|
|
|
|
|
|
|
|
s = (int)(sdivz * z) + sadjust;
|
|
|
|
if (s > bbextents)
|
|
|
|
s = bbextents;
|
|
|
|
else if (s < 0)
|
|
|
|
s = 0;
|
|
|
|
|
|
|
|
t = (int)(tdivz * z) + tadjust;
|
|
|
|
if (t > bbextentt)
|
|
|
|
t = bbextentt;
|
|
|
|
else if (t < 0)
|
|
|
|
t = 0;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
// calculate s and t at the far end of the span
|
|
|
|
if (count >= 8)
|
|
|
|
spancount = 8;
|
|
|
|
else
|
|
|
|
spancount = count;
|
|
|
|
|
|
|
|
count -= spancount;
|
|
|
|
|
|
|
|
if (count)
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at far end of span,
|
|
|
|
// calculate s and t steps across span by shifting
|
|
|
|
sdivz += sdivz8stepu;
|
|
|
|
tdivz += tdivz8stepu;
|
|
|
|
zi += zi8stepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 8)
|
|
|
|
snext = 8; // prevent round-off error on <0 steps from
|
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 8)
|
|
|
|
tnext = 8; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
sstep = (snext - s) >> 3;
|
|
|
|
tstep = (tnext - t) >> 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so
|
|
|
|
// can't step off polygon), clamp, calculate s and t steps across
|
|
|
|
// span by division, biasing steps low so we don't run off the
|
|
|
|
// texture
|
|
|
|
spancountminus1 = (float)(spancount - 1);
|
|
|
|
sdivz += d_sdivzstepu * spancountminus1;
|
|
|
|
tdivz += d_tdivzstepu * spancountminus1;
|
|
|
|
zi += d_zistepu * spancountminus1;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 8)
|
|
|
|
snext = 8; // prevent round-off error on <0 steps from
|
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 8)
|
|
|
|
tnext = 8; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
if (spancount > 1)
|
|
|
|
{
|
|
|
|
sstep = (snext - s) / (spancount - 1);
|
|
|
|
tstep = (tnext - t) / (spancount - 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
btemp = *(pbase + (s >> 16) + (t >> 16) * cachewidth);
|
|
|
|
if (btemp != 255)
|
|
|
|
{
|
|
|
|
if (*pz <= (izi >> 16))
|
|
|
|
{
|
|
|
|
*pz = izi >> 16;
|
|
|
|
*pdest = btemp;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
izi += izistep;
|
|
|
|
pdest++;
|
|
|
|
pz++;
|
|
|
|
s += sstep;
|
|
|
|
t += tstep;
|
|
|
|
} while (--spancount > 0);
|
|
|
|
|
|
|
|
s = snext;
|
|
|
|
t = tnext;
|
|
|
|
|
|
|
|
} while (count > 0);
|
|
|
|
|
|
|
|
NextSpan:
|
|
|
|
pspan++;
|
|
|
|
|
|
|
|
} while (pspan->count != DS_SPAN_LIST_END);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
D_SpriteScanLeftEdge
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void D_SpriteScanLeftEdge (void)
|
|
|
|
{
|
|
|
|
int i, v, itop, ibottom, lmaxindex;
|
|
|
|
emitpoint_t *pvert, *pnext;
|
|
|
|
sspan_t *pspan;
|
|
|
|
float du, dv, vtop, vbottom, slope;
|
|
|
|
fixed16_t u, u_step;
|
|
|
|
|
|
|
|
pspan = sprite_spans;
|
|
|
|
i = minindex;
|
|
|
|
if (i == 0)
|
|
|
|
i = r_spritedesc.nump;
|
|
|
|
|
|
|
|
lmaxindex = maxindex;
|
|
|
|
if (lmaxindex == 0)
|
|
|
|
lmaxindex = r_spritedesc.nump;
|
|
|
|
|
|
|
|
vtop = ceil (r_spritedesc.pverts[i].v);
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pvert = &r_spritedesc.pverts[i];
|
|
|
|
pnext = pvert - 1;
|
|
|
|
|
|
|
|
vbottom = ceil (pnext->v);
|
|
|
|
|
|
|
|
if (vtop < vbottom)
|
|
|
|
{
|
|
|
|
du = pnext->u - pvert->u;
|
|
|
|
dv = pnext->v - pvert->v;
|
|
|
|
slope = du / dv;
|
|
|
|
u_step = (int)(slope * 0x10000);
|
|
|
|
// adjust u to ceil the integer portion
|
|
|
|
u = (int)((pvert->u + (slope * (vtop - pvert->v))) * 0x10000) +
|
|
|
|
(0x10000 - 1);
|
|
|
|
itop = (int)vtop;
|
|
|
|
ibottom = (int)vbottom;
|
|
|
|
|
|
|
|
for (v=itop ; v<ibottom ; v++)
|
|
|
|
{
|
|
|
|
pspan->u = u >> 16;
|
|
|
|
pspan->v = v;
|
|
|
|
u += u_step;
|
|
|
|
pspan++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vtop = vbottom;
|
|
|
|
|
|
|
|
i--;
|
|
|
|
if (i == 0)
|
|
|
|
i = r_spritedesc.nump;
|
|
|
|
|
|
|
|
} while (i != lmaxindex);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
D_SpriteScanRightEdge
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void D_SpriteScanRightEdge (void)
|
|
|
|
{
|
|
|
|
int i, v, itop, ibottom;
|
|
|
|
emitpoint_t *pvert, *pnext;
|
|
|
|
sspan_t *pspan;
|
|
|
|
float du, dv, vtop, vbottom, slope, uvert, unext, vvert, vnext;
|
|
|
|
fixed16_t u, u_step;
|
|
|
|
|
|
|
|
pspan = sprite_spans;
|
|
|
|
i = minindex;
|
|
|
|
|
|
|
|
vvert = r_spritedesc.pverts[i].v;
|
|
|
|
if (vvert < r_refdef.fvrecty_adj)
|
|
|
|
vvert = r_refdef.fvrecty_adj;
|
|
|
|
if (vvert > r_refdef.fvrectbottom_adj)
|
|
|
|
vvert = r_refdef.fvrectbottom_adj;
|
|
|
|
|
|
|
|
vtop = ceil (vvert);
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pvert = &r_spritedesc.pverts[i];
|
|
|
|
pnext = pvert + 1;
|
|
|
|
|
|
|
|
vnext = pnext->v;
|
|
|
|
if (vnext < r_refdef.fvrecty_adj)
|
|
|
|
vnext = r_refdef.fvrecty_adj;
|
|
|
|
if (vnext > r_refdef.fvrectbottom_adj)
|
|
|
|
vnext = r_refdef.fvrectbottom_adj;
|
|
|
|
|
|
|
|
vbottom = ceil (vnext);
|
|
|
|
|
|
|
|
if (vtop < vbottom)
|
|
|
|
{
|
|
|
|
uvert = pvert->u;
|
|
|
|
if (uvert < r_refdef.fvrectx_adj)
|
|
|
|
uvert = r_refdef.fvrectx_adj;
|
|
|
|
if (uvert > r_refdef.fvrectright_adj)
|
|
|
|
uvert = r_refdef.fvrectright_adj;
|
|
|
|
|
|
|
|
unext = pnext->u;
|
|
|
|
if (unext < r_refdef.fvrectx_adj)
|
|
|
|
unext = r_refdef.fvrectx_adj;
|
|
|
|
if (unext > r_refdef.fvrectright_adj)
|
|
|
|
unext = r_refdef.fvrectright_adj;
|
|
|
|
|
|
|
|
du = unext - uvert;
|
|
|
|
dv = vnext - vvert;
|
|
|
|
slope = du / dv;
|
|
|
|
u_step = (int)(slope * 0x10000);
|
|
|
|
// adjust u to ceil the integer portion
|
|
|
|
u = (int)((uvert + (slope * (vtop - vvert))) * 0x10000) +
|
|
|
|
(0x10000 - 1);
|
|
|
|
itop = (int)vtop;
|
|
|
|
ibottom = (int)vbottom;
|
|
|
|
|
|
|
|
for (v=itop ; v<ibottom ; v++)
|
|
|
|
{
|
|
|
|
pspan->count = (u >> 16) - pspan->u;
|
|
|
|
u += u_step;
|
|
|
|
pspan++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vtop = vbottom;
|
|
|
|
vvert = vnext;
|
|
|
|
|
|
|
|
i++;
|
|
|
|
if (i == r_spritedesc.nump)
|
|
|
|
i = 0;
|
|
|
|
|
|
|
|
} while (i != maxindex);
|
|
|
|
|
2000-03-19 15:59:51 +00:00
|
|
|
pspan->count = DS_SPAN_LIST_END; // mark the end of the span list
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
D_SpriteCalculateGradients
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void D_SpriteCalculateGradients (void)
|
|
|
|
{
|
|
|
|
vec3_t p_normal, p_saxis, p_taxis, p_temp1;
|
|
|
|
float distinv;
|
|
|
|
|
|
|
|
TransformVector (r_spritedesc.vpn, p_normal);
|
|
|
|
TransformVector (r_spritedesc.vright, p_saxis);
|
|
|
|
TransformVector (r_spritedesc.vup, p_taxis);
|
|
|
|
VectorInverse (p_taxis);
|
|
|
|
|
|
|
|
distinv = 1.0 / (-DotProduct (modelorg, r_spritedesc.vpn));
|
|
|
|
|
|
|
|
d_sdivzstepu = p_saxis[0] * xscaleinv;
|
|
|
|
d_tdivzstepu = p_taxis[0] * xscaleinv;
|
|
|
|
|
|
|
|
d_sdivzstepv = -p_saxis[1] * yscaleinv;
|
|
|
|
d_tdivzstepv = -p_taxis[1] * yscaleinv;
|
|
|
|
|
|
|
|
d_zistepu = p_normal[0] * xscaleinv * distinv;
|
|
|
|
d_zistepv = -p_normal[1] * yscaleinv * distinv;
|
|
|
|
|
|
|
|
d_sdivzorigin = p_saxis[2] - xcenter * d_sdivzstepu -
|
|
|
|
ycenter * d_sdivzstepv;
|
|
|
|
d_tdivzorigin = p_taxis[2] - xcenter * d_tdivzstepu -
|
|
|
|
ycenter * d_tdivzstepv;
|
|
|
|
d_ziorigin = p_normal[2] * distinv - xcenter * d_zistepu -
|
|
|
|
ycenter * d_zistepv;
|
|
|
|
|
|
|
|
TransformVector (modelorg, p_temp1);
|
|
|
|
|
|
|
|
sadjust = ((fixed16_t)(DotProduct (p_temp1, p_saxis) * 0x10000 + 0.5)) -
|
|
|
|
(-(cachewidth >> 1) << 16);
|
|
|
|
tadjust = ((fixed16_t)(DotProduct (p_temp1, p_taxis) * 0x10000 + 0.5)) -
|
|
|
|
(-(sprite_height >> 1) << 16);
|
|
|
|
|
|
|
|
// -1 (-epsilon) so we never wander off the edge of the texture
|
|
|
|
bbextents = (cachewidth << 16) - 1;
|
|
|
|
bbextentt = (sprite_height << 16) - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
D_DrawSprite
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void D_DrawSprite (void)
|
|
|
|
{
|
|
|
|
int i, nump;
|
|
|
|
float ymin, ymax;
|
|
|
|
emitpoint_t *pverts;
|
|
|
|
sspan_t spans[MAXHEIGHT+1];
|
|
|
|
|
|
|
|
sprite_spans = spans;
|
|
|
|
|
|
|
|
// find the top and bottom vertices, and make sure there's at least one scan to
|
|
|
|
// draw
|
|
|
|
ymin = 999999.9;
|
|
|
|
ymax = -999999.9;
|
|
|
|
pverts = r_spritedesc.pverts;
|
|
|
|
|
|
|
|
for (i=0 ; i<r_spritedesc.nump ; i++)
|
|
|
|
{
|
|
|
|
if (pverts->v < ymin)
|
|
|
|
{
|
|
|
|
ymin = pverts->v;
|
|
|
|
minindex = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pverts->v > ymax)
|
|
|
|
{
|
|
|
|
ymax = pverts->v;
|
|
|
|
maxindex = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
pverts++;
|
|
|
|
}
|
|
|
|
|
|
|
|
ymin = ceil (ymin);
|
|
|
|
ymax = ceil (ymax);
|
|
|
|
|
|
|
|
if (ymin >= ymax)
|
|
|
|
return; // doesn't cross any scans at all
|
|
|
|
|
|
|
|
cachewidth = r_spritedesc.pspriteframe->width;
|
|
|
|
sprite_height = r_spritedesc.pspriteframe->height;
|
|
|
|
cacheblock = (byte *)&r_spritedesc.pspriteframe->pixels[0];
|
|
|
|
|
|
|
|
// copy the first vertex to the last vertex, so we don't have to deal with
|
|
|
|
// wrapping
|
|
|
|
nump = r_spritedesc.nump;
|
|
|
|
pverts = r_spritedesc.pverts;
|
|
|
|
pverts[nump] = pverts[0];
|
|
|
|
|
|
|
|
D_SpriteCalculateGradients ();
|
|
|
|
D_SpriteScanLeftEdge ();
|
|
|
|
D_SpriteScanRightEdge ();
|
|
|
|
D_SpriteDrawSpans (sprite_spans);
|
|
|
|
}
|
|
|
|
|