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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- removed unneeded parameter.
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parent
c129cb3ca4
commit
b2158c5b96
2 changed files with 11 additions and 11 deletions
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@ -163,7 +163,7 @@ public:
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private:
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private:
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void CheckGlowing();
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void CheckGlowing();
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void PutWall(sector_t *sec, bool translucent);
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void PutWall(bool translucent);
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void PutPortal(int ptype);
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void PutPortal(int ptype);
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void CheckTexturePosition();
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void CheckTexturePosition();
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@ -96,7 +96,7 @@ void GLWall::CheckGlowing()
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//
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//
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//
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//
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//==========================================================================
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//==========================================================================
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void GLWall::PutWall(sector_t *sec, bool translucent)
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void GLWall::PutWall(bool translucent)
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{
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{
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int list;
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int list;
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@ -232,7 +232,7 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
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// relative light won't get changed here. It is constant across the entire wall.
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// relative light won't get changed here. It is constant across the entire wall.
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Colormap.CopyFrom3DLight(lightlist);
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Colormap.CopyFrom3DLight(lightlist);
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PutWall(NULL, translucent);
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PutWall(translucent);
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}
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}
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//==========================================================================
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//==========================================================================
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@ -304,7 +304,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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{
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{
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// Use hardware clipping if this cannot be done cleanly.
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// Use hardware clipping if this cannot be done cleanly.
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this->lightlist = &lightlist;
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this->lightlist = &lightlist;
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PutWall(frontsector, translucent);
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PutWall(translucent);
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goto out;
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goto out;
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}
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}
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@ -644,7 +644,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
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// Add this wall to the render list
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// Add this wall to the render list
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sector_t * sec = sub? sub->sector : seg->frontsector;
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sector_t * sec = sub? sub->sector : seg->frontsector;
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if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, false);
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if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false);
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else SplitWall(sec, false);
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else SplitWall(sec, false);
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}
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}
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@ -846,7 +846,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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type=RENDERWALL_FOGBOUNDARY;
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type=RENDERWALL_FOGBOUNDARY;
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FMaterial *savetex = gltexture;
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FMaterial *savetex = gltexture;
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gltexture = NULL;
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gltexture = NULL;
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PutWall(seg->frontsector, true);
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PutWall(true);
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if (!savetex)
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if (!savetex)
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{
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{
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flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
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flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
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@ -937,7 +937,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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// Draw the stuff
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// Draw the stuff
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//
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//
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//
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//
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if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(realfront, translucent);
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if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(translucent);
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else split.SplitWall(realfront, translucent);
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else split.SplitWall(realfront, translucent);
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t=1;
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t=1;
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@ -951,7 +951,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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// Draw the stuff without splitting
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// Draw the stuff without splitting
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//
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//
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//
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//
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if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(realfront, translucent);
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if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
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else SplitWall(realfront, translucent);
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else SplitWall(realfront, translucent);
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}
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}
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alpha=1.0f;
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alpha=1.0f;
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@ -1063,7 +1063,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
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sector_t * sec = sub? sub->sector : seg->frontsector;
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sector_t * sec = sub? sub->sector : seg->frontsector;
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if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, translucent);
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if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
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else SplitWall(sec, translucent);
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else SplitWall(sec, translucent);
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alpha=1.0f;
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alpha=1.0f;
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@ -1693,7 +1693,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
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type = RENDERWALL_BOTTOM;
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type = RENDERWALL_BOTTOM;
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gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
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gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
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SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
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SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
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PutWall(seg->frontsector, false);
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PutWall(false);
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}
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}
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}
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}
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}
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}
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