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Reverse the winding for backside portals.
This is part 1 of another optimization from tyrutils vis. It seems that just reversing the winding gives a tiny speedup.
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1 changed files with 19 additions and 3 deletions
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@ -97,7 +97,7 @@ PlaneFromWinding (winding_t *winding, plane_t *plane)
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{
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vec3_t v1, v2;
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// calc plane
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// calc plane using CCW winding
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VectorSubtract (winding->points[2], winding->points[1], v1);
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VectorSubtract (winding->points[0], winding->points[1], v2);
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CrossProduct (v2, v1, plane->normal);
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@ -140,6 +140,19 @@ CopyWinding (winding_t *w)
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return copy;
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}
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static winding_t *
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NewFlippedWinding (const winding_t *w)
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{
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winding_t *flipped;
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int i;
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flipped = NewWinding (w->numpoints);
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for (i = 0; i < w->numpoints; i++)
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VectorCopy (w->points[i], flipped->points[w->numpoints - 1 - i]);
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flipped->numpoints = w->numpoints;
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return flipped;
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}
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/*
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ClipWinding
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@ -914,7 +927,7 @@ LoadPortals (char *name)
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portal->winding = winding;
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VectorNegate (plane.normal, portal->plane.normal);
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portal->plane.dist = -plane.dist;
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portal->plane.dist = -plane.dist; // plane is for CCW, portal is CW
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portal->cluster = clusternums[1];
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portal->sphere = sphere;
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portal++;
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@ -926,7 +939,10 @@ LoadPortals (char *name)
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cluster->portals[cluster->numportals] = portal;
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cluster->numportals++;
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portal->winding = winding;
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// Use a flipped winding for the reverse portal so the winding
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// direction and plane normal match.
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portal->winding = NewFlippedWinding (winding);
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portal->winding->original = true;
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portal->plane = plane;
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portal->cluster = clusternums[0];
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portal->sphere = sphere;
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