UltimateZoneBuilder/Source/Core/Rendering/SurfaceUpdate.cs
MaxED 76559ae881 Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes.
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.
2015-04-14 11:33:57 +00:00

50 lines
1.5 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* 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.
*
*/
#endregion
#region ================== Namespaces
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
// This contains information to update surface entries with. This may exceed the maximum number
// of sector vertices, the surface manager will take care of splitting it up in several SurfaceEntries.
internal class SurfaceUpdate
{
public readonly int numvertices;
// Sector geometry (local copy used to quickly refill buffers)
// The sector must set these!
public FlatVertex[] floorvertices;
public FlatVertex[] ceilvertices;
// Sector images
// The sector must set these!
public long floortexture;
public long ceiltexture;
// Constructor
internal SurfaceUpdate(int numvertices, bool updatefloor, bool updateceiling)
{
this.numvertices = numvertices;
this.floortexture = 0;
this.ceiltexture = 0;
this.floorvertices = (updatefloor ? new FlatVertex[numvertices] : null);
this.ceilvertices = (updateceiling ? new FlatVertex[numvertices] : null);
}
}
}