- fixed: NewDecal should not be called unless it is guaranteed that the decal will be rendered.

This left partially initialized items in the render list.
This commit is contained in:
Christoph Oelckers 2018-04-29 19:28:13 +02:00
parent 4d72214fd5
commit 1345c8e7b4

View file

@ -112,34 +112,9 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
FMaterial *tex = FMaterial::ValidateTexture(texture, true);
GLDecal &gldecal = *di->AddDecal(type == RENDERWALL_MIRRORSURFACE);
gldecal.gltexture = FMaterial::ValidateTexture(texture, true);
gldecal.wall = this;
gldecal.decal = decal;
if (decal->RenderFlags & RF_FULLBRIGHT)
{
gldecal.light = 255;
gldecal.rel = 0;
}
else
{
gldecal.light = lightlevel;
gldecal.rel = rellight + getExtraLight();
}
gldecal.colormap = Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
gldecal.colormap.Decolorize();
}
gldecal.a = decal->Alpha;
// now clip the decal to the actual polygon
FMaterial *tex = gldecal.gltexture;
float decalwidth = tex->TextureWidth() * decal->ScaleX;
float decalheight = tex->TextureHeight() * decal->ScaleY;
@ -178,13 +153,15 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right <= left) return; // nothing to draw
if (right <= left)
return; // nothing to draw
// one texture unit on the wall as vector
float vx = (glseg.x2 - glseg.x1) / linelength;
float vy = (glseg.y2 - glseg.y1) / linelength;
DecalVertex *dv = gldecal.dv;
DecalVertex dv[4];
dv[1].x = dv[0].x = glseg.x1 + vx * left;
dv[1].y = dv[0].y = glseg.y1 + vy * left;
@ -251,7 +228,32 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
for (i = 0; i < 4; i++) dv[i].v = vb - dv[i].v;
}
GLDecal &gldecal = *di->AddDecal(type == RENDERWALL_MIRRORSURFACE);
gldecal.gltexture = tex;
gldecal.wall = this;
gldecal.decal = decal;
if (decal->RenderFlags & RF_FULLBRIGHT)
{
gldecal.light = 255;
gldecal.rel = 0;
}
else
{
gldecal.light = lightlevel;
gldecal.rel = rellight + getExtraLight();
}
gldecal.colormap = Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
gldecal.colormap.Decolorize();
}
gldecal.a = decal->Alpha;
gldecal.zcenter = zpos - decalheight * 0.5f;
memcpy(gldecal.dv, dv, sizeof(dv));
auto verts = di->AllocVertices(4);
gldecal.vertindex = verts.second;