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functionality, Polymost). The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar. The basic idea is that when drawing lower or upper levels, a first pass is performed that ignores all red walls for which the TROR nextwall link 'towards' the viewer arrives at a red wall. Thus, in the worst case, there can be up to twice as many rendering passes now (when it is discovered that the no-mask-pass isn't different that what would be drawn with the ordinary one, the latter is skipped, since we've already drawn all needed geometry). Hovever, this kind of multi-pass splitting is only suitable for simple scenes, like the upper subway in the TROR test map. In particular, multiple islands shouldn't 'see' each other. Two issues are worth mentioning: first, care needs to be taken for translucent ceilings or floors, since drawing them twice isn't the same as drawing them once. This is done for classic, but not for Polymost. Second, sprites (which are always drawn _after_ the geometry for a given pass) are still clipped to the geometry of the ordinary pass, resulting in their disappearance from certain angles. -- Additionaly, a change made it into this commit that fixes redundant collection of sprites in TROR:classic/Polymost. git-svn-id: https://svn.eduke32.com/eduke32@2024 1a8010ca-5511-0410-912e-c29ae57300e0 |
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