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- use triangles instead of triangle fans to render flats.
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fd3681dae2
commit
2125f8b9d1
2 changed files with 15 additions and 7 deletions
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@ -181,24 +181,23 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (sub->numlines <= 2) continue;
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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//glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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glDrawElements(GL_TRIANGLE_FAN, sub->numlines, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + index);
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glDrawElements(GL_TRIANGLES, (sub->numlines - 2) * 3, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + index);
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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index += sub->numlines;
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index += (sub->numlines - 2) * 3;
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}
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}
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else
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{
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// Draw the subsectors belonging to this sector
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// (can this case even happen?)
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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@ -234,11 +234,20 @@ void FFlatVertexGenerator::CreateFlatVertices()
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int FFlatVertexGenerator::CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FFlatVertexGenerator::FIndexGenerationInfo &gen)
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{
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int idx = ibo_data.Reserve(sub->numlines);
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for (unsigned int k = 0; k<sub->numlines; k++)
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if (sub->numlines < 3) return -1;
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int idx = ibo_data.Reserve((sub->numlines - 2) * 3);
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int idxc = idx;
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int firstndx = gen.GetIndex(sub->firstline[0].v1);
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int secondndx = gen.GetIndex(sub->firstline[1].v1);
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for (unsigned int k = 2; k<sub->numlines; k++)
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{
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auto ndx = gen.GetIndex(sub->firstline[k].v1);
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ibo_data[idx + k] = vi + ndx;
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ibo_data[idx++] = vi + firstndx;
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ibo_data[idx++] = vi + secondndx;
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ibo_data[idx++] = vi + ndx;
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secondndx = ndx;
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}
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return idx;
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}
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