mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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76559ae881
MAPINFO: added "DoomEdNum" and "SpawnNums" blocks support. MAPINFO: added "#include" directive support. MAPINFO: added "$gzdb_skip" special comment support. DECORATE: "spawnthing" Game Configuration block is now updated using "SpawnID" actor property. Game configurations: added "class" property to the most of ZDoom things. Actions: removed "Reload MAPINFO" action. Documentation: merged "GLDEFS and MODELDEF support", "(Z)MAPINFO support" and "TEXTURES support" topics into "(G)ZDoom text lumps support", added info about the other text lumps GZDB can use.
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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// This contains information to update surface entries with. This may exceed the maximum number
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// of sector vertices, the surface manager will take care of splitting it up in several SurfaceEntries.
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internal class SurfaceUpdate
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{
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public readonly int numvertices;
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// Sector geometry (local copy used to quickly refill buffers)
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// The sector must set these!
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public FlatVertex[] floorvertices;
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public FlatVertex[] ceilvertices;
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// Sector images
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// The sector must set these!
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public long floortexture;
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public long ceiltexture;
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// Constructor
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internal SurfaceUpdate(int numvertices, bool updatefloor, bool updateceiling)
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{
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this.numvertices = numvertices;
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this.floortexture = 0;
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this.ceiltexture = 0;
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this.floorvertices = (updatefloor ? new FlatVertex[numvertices] : null);
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this.ceilvertices = (updateceiling ? new FlatVertex[numvertices] : null);
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}
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}
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}
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