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- added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap.
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3 changed files with 18 additions and 0 deletions
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@ -1897,6 +1897,7 @@ void AM_drawSubsectors()
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FDynamicColormap *colormap;
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FDynamicColormap *colormap;
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mpoint_t originpt;
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mpoint_t originpt;
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screen->StartSimplePolys();
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for (int i = 0; i < numsubsectors; ++i)
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for (int i = 0; i < numsubsectors; ++i)
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{
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{
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if (subsectors[i].flags & SSECF_POLYORG)
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if (subsectors[i].flags & SSECF_POLYORG)
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@ -2049,6 +2050,7 @@ void AM_drawSubsectors()
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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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screen->FinishSimplePolys();
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}
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}
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//=============================================================================
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//=============================================================================
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@ -1244,6 +1244,19 @@ void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uin
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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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// no-ops. This is so that renderer backends can better manage the
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// processing of the subsector drawing in the automap
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//
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//==========================================================================
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void DCanvas::StartSimplePolys()
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{}
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void DCanvas::FinishSimplePolys()
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{}
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//==========================================================================
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//==========================================================================
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//
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//
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// DCanvas :: FillSimplePoly
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// DCanvas :: FillSimplePoly
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@ -216,6 +216,9 @@ public:
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// Fill an area with a texture
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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virtual void StartSimplePolys();
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virtual void FinishSimplePolys();
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// Fill a simple polygon with a texture
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// Fill a simple polygon with a texture
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virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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