mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-27 06:34:15 +00:00
Fix skybox and horizon lines not being batched
This commit is contained in:
parent
987d2ee59a
commit
ff1fc58b8d
1 changed files with 6 additions and 2 deletions
|
@ -114,7 +114,7 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
|
||||||
polygonArray[polygonArraySize].numVerts = iNumPts;
|
polygonArray[polygonArraySize].numVerts = iNumPts;
|
||||||
polygonArray[polygonArraySize].polyFlags = PolyFlags;
|
polygonArray[polygonArraySize].polyFlags = PolyFlags;
|
||||||
polygonArray[polygonArraySize].texture = current_texture;
|
polygonArray[polygonArraySize].texture = current_texture;
|
||||||
polygonArray[polygonArraySize].shader = (shader_target != -1) ? HWR_GetShaderFromTarget(shader_target) : shader_target;
|
polygonArray[polygonArraySize].shader = (shader_target != SHADER_NONE) ? HWR_GetShaderFromTarget(shader_target) : shader_target;
|
||||||
polygonArray[polygonArraySize].horizonSpecial = horizonSpecial;
|
polygonArray[polygonArraySize].horizonSpecial = horizonSpecial;
|
||||||
// default to polygonArraySize so we don't lose order on horizon lines
|
// default to polygonArraySize so we don't lose order on horizon lines
|
||||||
// (yes, it's supposed to be negative, since we're sorting in that direction)
|
// (yes, it's supposed to be negative, since we're sorting in that direction)
|
||||||
|
@ -311,7 +311,6 @@ void HWR_RenderBatches(void)
|
||||||
int nextIndex = polygonIndexArray[polygonReadPos];
|
int nextIndex = polygonIndexArray[polygonReadPos];
|
||||||
if (polygonArray[index].hash != polygonArray[nextIndex].hash)
|
if (polygonArray[index].hash != polygonArray[nextIndex].hash)
|
||||||
{
|
{
|
||||||
changeState = true;
|
|
||||||
nextShader = polygonArray[nextIndex].shader;
|
nextShader = polygonArray[nextIndex].shader;
|
||||||
nextTexture = polygonArray[nextIndex].texture;
|
nextTexture = polygonArray[nextIndex].texture;
|
||||||
nextPolyFlags = polygonArray[nextIndex].polyFlags;
|
nextPolyFlags = polygonArray[nextIndex].polyFlags;
|
||||||
|
@ -320,14 +319,17 @@ void HWR_RenderBatches(void)
|
||||||
nextTexture = 0;
|
nextTexture = 0;
|
||||||
if (currentShader != nextShader && cv_glshaders.value && gl_shadersavailable)
|
if (currentShader != nextShader && cv_glshaders.value && gl_shadersavailable)
|
||||||
{
|
{
|
||||||
|
changeState = true;
|
||||||
changeShader = true;
|
changeShader = true;
|
||||||
}
|
}
|
||||||
if (currentTexture != nextTexture)
|
if (currentTexture != nextTexture)
|
||||||
{
|
{
|
||||||
|
changeState = true;
|
||||||
changeTexture = true;
|
changeTexture = true;
|
||||||
}
|
}
|
||||||
if (currentPolyFlags != nextPolyFlags)
|
if (currentPolyFlags != nextPolyFlags)
|
||||||
{
|
{
|
||||||
|
changeState = true;
|
||||||
changePolyFlags = true;
|
changePolyFlags = true;
|
||||||
}
|
}
|
||||||
if (cv_glshaders.value && gl_shadersavailable)
|
if (cv_glshaders.value && gl_shadersavailable)
|
||||||
|
@ -339,6 +341,7 @@ void HWR_RenderBatches(void)
|
||||||
currentSurfaceInfo.LightInfo.fade_start != nextSurfaceInfo.LightInfo.fade_start ||
|
currentSurfaceInfo.LightInfo.fade_start != nextSurfaceInfo.LightInfo.fade_start ||
|
||||||
currentSurfaceInfo.LightInfo.fade_end != nextSurfaceInfo.LightInfo.fade_end)
|
currentSurfaceInfo.LightInfo.fade_end != nextSurfaceInfo.LightInfo.fade_end)
|
||||||
{
|
{
|
||||||
|
changeState = true;
|
||||||
changeSurfaceInfo = true;
|
changeSurfaceInfo = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -346,6 +349,7 @@ void HWR_RenderBatches(void)
|
||||||
{
|
{
|
||||||
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba)
|
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba)
|
||||||
{
|
{
|
||||||
|
changeState = true;
|
||||||
changeSurfaceInfo = true;
|
changeSurfaceInfo = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue