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1e98e3b4f2
Other notes: * on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way * despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
24 lines
600 B
C
24 lines
600 B
C
/*
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* hw_clip.h
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* SRB2CB
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*
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* PrBoom's OpenGL clipping
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*
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*
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*/
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// OpenGL BSP clipping
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#include "../doomdef.h"
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#include "../tables.h"
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#include "../doomtype.h"
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//#define HAVE_SPHEREFRUSTRUM // enable if you want gld_SphereInFrustum and related code
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boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle);
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void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle);
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void gld_clipper_Clear(void);
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angle_t gld_FrustumAngle(void);
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#ifdef HAVE_SPHEREFRUSTRUM
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void gld_FrustrumSetup(void);
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boolean gld_SphereInFrustum(float x, float y, float z, float radius);
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#endif
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