Christoph Oelckers
cc1def8d77
- fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
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These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Christoph Oelckers
234f303348
- fixed typo in line segment culler.
2021-05-21 18:40:34 +02:00
Christoph Oelckers
716b8840af
- when using the node builder to triangulate sectors we must delete overlapping walls.
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The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
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With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
30b1b046e4
- added an intermediate data structure to decouple the rendering from the immediate map data.
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This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
82bcd90755
- fixed some remaining triangulation issues.
2021-04-03 15:10:06 +02:00
Christoph Oelckers
f7dd0ec4a2
- use ZDoom's node builder for triangulating sectors that fail the simple approach.
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As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors.
The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
2021-04-03 12:44:30 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
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The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
3c4429f2a8
- fixed sector mesh generator to allow sectors with non-continuous wall loops.
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Blood has a few such sectors.
2021-03-31 21:26:57 +02:00
Christoph Oelckers
4cc0afe587
- fixed texture coordinate generation for sloped planes.
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Since these depend on the slope, the sector's ceiling and floorz need to be the same as for the mesh when creating them.
2021-03-31 20:20:19 +02:00
Christoph Oelckers
15fb89d08f
- workaround for SO interpolation potentially writing bad values to wall positions.
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That messed up interpolation code really needs to be thrown away and replaced later, for now this has to suffice.
2021-03-30 21:30:12 +02:00
Christoph Oelckers
a4174352c7
- keep separate sector compare data for floor and ceiling.
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Otherwise there can be problems if floor and ceiling change at the same time.
2021-03-30 20:43:52 +02:00
Christoph Oelckers
9cccd6f89b
- store plane meshes without height information.
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This avoids retriangulation when just the plane's z changes.
2021-03-30 20:30:35 +02:00
Christoph Oelckers
d2a1f9ea88
- fixed issue with constantly regenerating sector ceiling triangle meshes.
2021-03-29 20:29:09 +02:00
Christoph Oelckers
b93502f0d0
- fixed bad assignments for vertex compare data in sector triangulator.
2021-03-29 10:15:06 +02:00
Christoph Oelckers
e0fe8d2ed9
- fixed interpolation issues with sector objects in SW.
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SO's vertex interpolation does not use the common framework so it got missed by the sector retriangulation checks.
We need to check two wall positions as well to make sure that sector movement is properly detected.
2021-03-29 09:25:26 +02:00
Christoph Oelckers
d9ff2fd1e2
- used display size for all texture positioning.
2021-03-28 18:22:30 +02:00
Christoph Oelckers
88706e8e13
- added a cache for the sector geometry.
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Now it only needs recreation if the sector changes.
2021-03-19 23:18:09 +01:00