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