- got rid of several redundant conversion macros in the GL code. It uses the defaults from the main engine now.

- Update to ZDoom r1991:

- Replaced toint/quickertoint with the portable routines from xs_Float.h. The
  former used fistp, which is not portable across platforms, so cannot be
  used in the play simulation. They were only suitable for the renderer.
  xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
  uses that now.
  (And I also learned that the FPU's round to nearest is not the rounding I
  learned in grade school but actually Banker's Rounding. I had no idea.)
  (Also, also, the only thing that could have made quickertoint faster than
  toint was that it stored a 32-bit int. I never timed them, and I doubt in
  practice there was any real difference between the two.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@632 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-11-20 09:47:15 +00:00
parent fe0cde0692
commit 38b5ba87cd
36 changed files with 460 additions and 301 deletions

View file

@ -336,7 +336,7 @@ void R_MapTiltedPlane (int y, int x1)
{
uz = (iz + plane_sz[0]*width) * planelightfloat;
vz = iz * planelightfloat;
R_CalcTiltedLighting (toint (vz), toint (uz), width);
R_CalcTiltedLighting (xs_RoundToInt(vz), xs_RoundToInt(uz), width);
}
uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);