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- handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
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1 changed files with 15 additions and 0 deletions
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@ -60,6 +60,7 @@
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/renderer/gl_quaddrawer.h"
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EXTERN_CVAR(Bool, gl_seamless)
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EXTERN_CVAR(Bool, gl_seamless)
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@ -213,6 +214,20 @@ void GLWall::RenderWall(int textured)
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{
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{
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MakeVertices(!(textured&RWF_NOSPLIT));
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MakeVertices(!(textured&RWF_NOSPLIT));
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}
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}
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else if (vertcount == 0)
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{
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// in case we get here without valid vertex data and no ability to create them now,
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// use the quad drawer as fallback (without edge splitting.)
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// This can only happen in one special situation, when a translucent line got split during sorting.
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FQuadDrawer qd;
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qd.Set(0, glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
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qd.Set(1, glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
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qd.Set(2, glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
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qd.Set(3, glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
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qd.Render(GL_TRIANGLE_FAN);
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vertexcount += 4;
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return;
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}
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount);
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vertexcount += vertcount;
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vertexcount += vertcount;
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}
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}
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