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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- split GLWall::PutWall in two.
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parent
59a08ce0df
commit
790182a2f4
4 changed files with 73 additions and 59 deletions
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@ -534,32 +534,32 @@ static bool gl_CheckFog(FColormap *cm, int lightlevel)
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//
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//==========================================================================
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bool GLWall::PutWallCompat(int passflag)
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bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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{
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static int list_indices[2][2] =
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{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
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// are lights possible?
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if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
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if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || wall->seg->sidedef == nullptr || wall->type == RENDERWALL_M2SNF || !wall->gltexture) return false;
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// multipassing these is problematic.
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if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
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if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S)) return false;
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// Any lights affecting this wall?
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if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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if (!(wall->seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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if (seg->sidedef->lighthead == nullptr) return false;
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if (wall->seg->sidedef->lighthead == nullptr) return false;
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}
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else if (sub)
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else if (wall->sub)
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{
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if (sub->lighthead == nullptr) return false;
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if (wall->sub->lighthead == nullptr) return false;
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}
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bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool masked = passflag == 2 && gltexture->isMasked();
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bool foggy = gl_CheckFog(&wall->Colormap, wall->lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool masked = passflag == 2 && wall->gltexture->isMasked();
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int list = list_indices[masked][foggy];
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gl_drawinfo->dldrawlists[list].AddWall(this);
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dldrawlists[list].AddWall(wall);
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return true;
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}
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@ -236,6 +236,9 @@ struct FDrawInfo
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~FDrawInfo();
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void ClearBuffers();
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void AddWall(GLWall *wall);
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bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
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bool DoOneSectorUpper(subsector_t * subsec, float planez);
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bool DoOneSectorLower(subsector_t * subsec, float planez);
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bool DoFakeBridge(subsector_t * subsec, float planez);
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@ -106,10 +106,13 @@ struct GLSectorPlane
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}
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};
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class FDrawInfo;
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class GLWall
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{
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friend class FDrawInfo;
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public:
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static const char passflag[];
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enum
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{
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@ -120,6 +123,7 @@ public:
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GLWF_NOSPLITUPPER=16,
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GLWF_NOSPLITLOWER=32,
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GLWF_NOSPLIT=64,
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GLWF_TRANSLUCENT = 128
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};
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enum
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@ -142,19 +146,20 @@ public:
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friend class GLPortal;
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GLSceneDrawer *mDrawer;
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GLSeg glseg;
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vertex_t * vertexes[2]; // required for polygon splitting
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FMaterial *gltexture;
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TArray<lightlist_t> *lightlist;
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GLSeg glseg;
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float ztop[2],zbottom[2];
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texcoord tcs[4];
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float alpha;
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FMaterial *gltexture;
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FColormap Colormap;
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ERenderStyle RenderStyle;
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float ViewDistance;
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TArray<lightlist_t> *lightlist;
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int lightlevel;
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uint8_t type;
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uint8_t flags;
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@ -46,6 +46,56 @@
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#include "gl/shaders/gl_shader.h"
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void FDrawInfo::AddWall(GLWall *wall)
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{
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bool translucent = !!(wall->flags & GLWall::GLWF_TRANSLUCENT);
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int list;
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if (translucent) // translucent walls
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{
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wall->ViewDistance = (r_viewpoint.Pos - (wall->seg->linedef->v1->fPos() + wall->seg->linedef->Delta() / 2)).XY().LengthSquared();
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if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(true);
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drawlists[GLDL_TRANSLUCENT].AddWall(wall);
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}
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else
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{
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if (gl.legacyMode)
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{
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if (PutWallCompat(wall, GLWall::passflag[wall->type])) return;
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}
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bool masked;
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masked = GLWall::passflag[wall->type] == 1 ? false : (wall->gltexture && wall->gltexture->isMasked());
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if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S))
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{
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list = GLDL_MASKEDWALLSOFS;
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}
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else
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{
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list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
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}
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if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(false);
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drawlists[list].AddWall(wall);
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}
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}
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const char GLWall::passflag[] = {
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0, //RENDERWALL_NONE,
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1, //RENDERWALL_TOP, // unmasked
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1, //RENDERWALL_M1S, // unmasked
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2, //RENDERWALL_M2S, // depends on render and texture settings
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1, //RENDERWALL_BOTTOM, // unmasked
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3, //RENDERWALL_FOGBOUNDARY, // translucent
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1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR
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2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
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3, //RENDERWALL_COLOR, // translucent
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2, //RENDERWALL_FFBLOCK // depends on render and texture settings
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};
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//==========================================================================
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//
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//
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@ -53,26 +103,11 @@
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//==========================================================================
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void GLWall::PutWall(bool translucent)
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{
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int list;
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static char passflag[] = {
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0, //RENDERWALL_NONE,
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1, //RENDERWALL_TOP, // unmasked
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1, //RENDERWALL_M1S, // unmasked
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2, //RENDERWALL_M2S, // depends on render and texture settings
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1, //RENDERWALL_BOTTOM, // unmasked
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3, //RENDERWALL_FOGBOUNDARY, // translucent
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1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR
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2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
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3, //RENDERWALL_COLOR, // translucent
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2, //RENDERWALL_FFBLOCK // depends on render and texture settings
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};
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if (gltexture && gltexture->tex->GetTranslucency() && passflag[type] == 2)
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{
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translucent = true;
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}
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if (translucent) flags |= GLWF_TRANSLUCENT;
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if (mDrawer->FixedColormap)
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{
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@ -81,36 +116,7 @@ void GLWall::PutWall(bool translucent)
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Colormap.Clear();
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}
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if (mDrawer->isFullbright(Colormap.LightColor, lightlevel)) flags &= ~GLWF_GLOW;
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if (translucent) // translucent walls
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{
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ViewDistance = (r_viewpoint.Pos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
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if (gl.buffermethod == BM_DEFERRED) MakeVertices(true);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
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}
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else
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{
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if (gl.legacyMode && !translucent)
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{
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if (PutWallCompat(passflag[type])) return;
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}
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bool masked;
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masked = passflag[type] == 1 ? false : (gltexture && gltexture->isMasked());
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if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S))
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{
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list = GLDL_MASKEDWALLSOFS;
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}
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else
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{
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list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
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}
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if (gl.buffermethod == BM_DEFERRED) MakeVertices(false);
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gl_drawinfo->drawlists[list].AddWall(this);
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}
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gl_drawinfo->AddWall(this);
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lightlist = NULL;
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vertcount = 0; // make sure that following parts of the same linedef do not get this one's vertex info.
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}
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