- 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:
void CheckGlowing();
void PutWall(sector_t *sec, bool translucent);
void PutWall(bool translucent);
void PutPortal(int ptype);
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;
@ -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.
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.
this->lightlist = &lightlist;
PutWall(frontsector, translucent);
PutWall(translucent);
goto out;
}
@ -644,7 +644,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
// Add this wall to the render list
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);
}
@ -846,7 +846,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
type=RENDERWALL_FOGBOUNDARY;
FMaterial *savetex = gltexture;
gltexture = NULL;
PutWall(seg->frontsector, true);
PutWall(true);
if (!savetex)
{
flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
@ -937,7 +937,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// 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);
t=1;
@ -951,7 +951,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// 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);
}
alpha=1.0f;
@ -1063,7 +1063,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
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);
alpha=1.0f;
@ -1693,7 +1693,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
type = RENDERWALL_BOTTOM;
gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
PutWall(seg->frontsector, false);
PutWall(false);
}
}
}