- removed unneeded parameter.

This commit is contained in:
Christoph Oelckers 2016-02-05 01:48:53 +01:00
parent c129cb3ca4
commit b2158c5b96
2 changed files with 11 additions and 11 deletions

View file

@ -163,7 +163,7 @@ public:
private: private:
void CheckGlowing(); void CheckGlowing();
void PutWall(sector_t *sec, bool translucent); void PutWall(bool translucent);
void PutPortal(int ptype); void PutPortal(int ptype);
void CheckTexturePosition(); void CheckTexturePosition();

View file

@ -96,7 +96,7 @@ void GLWall::CheckGlowing()
// //
// //
//========================================================================== //==========================================================================
void GLWall::PutWall(sector_t *sec, bool translucent) void GLWall::PutWall(bool translucent)
{ {
int list; int list;
@ -232,7 +232,7 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
// relative light won't get changed here. It is constant across the entire wall. // relative light won't get changed here. It is constant across the entire wall.
Colormap.CopyFrom3DLight(lightlist); Colormap.CopyFrom3DLight(lightlist);
PutWall(NULL, translucent); PutWall(translucent);
} }
//========================================================================== //==========================================================================
@ -304,7 +304,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
{ {
// Use hardware clipping if this cannot be done cleanly. // Use hardware clipping if this cannot be done cleanly.
this->lightlist = &lightlist; this->lightlist = &lightlist;
PutWall(frontsector, translucent); PutWall(translucent);
goto out; goto out;
} }
@ -644,7 +644,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
// Add this wall to the render list // Add this wall to the render list
sector_t * sec = sub? sub->sector : seg->frontsector; sector_t * sec = sub? sub->sector : seg->frontsector;
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, false); if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false);
else SplitWall(sec, false); else SplitWall(sec, false);
} }
@ -846,7 +846,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
type=RENDERWALL_FOGBOUNDARY; type=RENDERWALL_FOGBOUNDARY;
FMaterial *savetex = gltexture; FMaterial *savetex = gltexture;
gltexture = NULL; gltexture = NULL;
PutWall(seg->frontsector, true); PutWall(true);
if (!savetex) if (!savetex)
{ {
flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER); flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
@ -937,7 +937,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// Draw the stuff // Draw the stuff
// //
// //
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(realfront, translucent); if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(translucent);
else split.SplitWall(realfront, translucent); else split.SplitWall(realfront, translucent);
t=1; t=1;
@ -951,7 +951,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// Draw the stuff without splitting // Draw the stuff without splitting
// //
// //
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(realfront, translucent); if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
else SplitWall(realfront, translucent); else SplitWall(realfront, translucent);
} }
alpha=1.0f; alpha=1.0f;
@ -1063,7 +1063,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
sector_t * sec = sub? sub->sector : seg->frontsector; sector_t * sec = sub? sub->sector : seg->frontsector;
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, translucent); if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
else SplitWall(sec, translucent); else SplitWall(sec, translucent);
alpha=1.0f; alpha=1.0f;
@ -1693,7 +1693,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
type = RENDERWALL_BOTTOM; type = RENDERWALL_BOTTOM;
gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT); gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0); SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
PutWall(seg->frontsector, false); PutWall(false);
} }
} }
} }