2013-06-23 07:49:34 +00:00
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/*
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** glc_vertexbuffer.cpp
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** Vertex buffer handling.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "doomtype.h"
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#include "p_local.h"
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#include "m_argv.h"
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#include "c_cvars.h"
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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/renderer/gl_renderer.h"
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2014-06-29 21:24:16 +00:00
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#include "gl/shaders/gl_shader.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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//==========================================================================
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//
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// Create / destroy the VBO
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//
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//==========================================================================
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FVertexBuffer::FVertexBuffer()
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{
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2014-06-30 22:51:02 +00:00
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vao_id = vbo_id = 0;
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2014-04-06 12:35:44 +00:00
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glGenBuffers(1, &vbo_id);
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2014-06-30 22:51:02 +00:00
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glGenVertexArrays(1, &vao_id);
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2013-06-23 07:49:34 +00:00
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}
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FVertexBuffer::~FVertexBuffer()
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{
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if (vbo_id != 0)
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{
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2013-09-03 16:29:39 +00:00
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glDeleteBuffers(1, &vbo_id);
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2013-06-23 07:49:34 +00:00
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}
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2014-06-30 22:51:02 +00:00
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if (vao_id != 0)
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{
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glDeleteVertexArrays(1, &vao_id);
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}
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}
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void FVertexBuffer::BindVBO()
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{
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glBindVertexArray(vao_id);
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2013-06-23 07:49:34 +00:00
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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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FFlatVertexBuffer::FFlatVertexBuffer()
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: FVertexBuffer()
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{
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2014-05-10 19:47:07 +00:00
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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2014-06-14 23:14:41 +00:00
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vbo_shadowdata.Reserve(BUFFER_SIZE);
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map = &vbo_shadowdata[0];
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2014-06-30 16:10:55 +00:00
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FFlatVertex fill[20];
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for (int i = 0; i < 20; i++)
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{
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fill[i].Set(0, 0, 0, 100001.f, i);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(FFlatVertex), fill, GL_STATIC_DRAW);
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2014-05-10 19:47:07 +00:00
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}
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2014-05-20 22:36:04 +00:00
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mIndex = mCurIndex = 0;
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2014-06-30 22:51:02 +00:00
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glBindVertexArray(vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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2014-07-14 23:02:48 +00:00
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glVertexAttribPointer(VATTR_VERTEX, 3,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
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2014-07-14 22:59:01 +00:00
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glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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2014-07-14 23:02:48 +00:00
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glEnableVertexAttribArray(VATTR_VERTEX);
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2014-07-14 22:59:01 +00:00
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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2014-06-30 22:51:02 +00:00
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glBindVertexArray(0);
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2013-06-23 07:49:34 +00:00
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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{
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2014-05-10 19:47:07 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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2013-06-23 07:49:34 +00:00
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}
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2014-06-14 23:14:41 +00:00
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//==========================================================================
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//
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// Renders the buffer's contents with immediate mode functions
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// This is here so that the immediate mode fallback does not need
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// to double all rendering code and can instead reuse the buffer-based version
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//
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//==========================================================================
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2014-06-30 16:10:55 +00:00
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CVAR(Bool, gl_testbuffer, false, 0)
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2014-06-14 23:14:41 +00:00
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void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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2014-07-14 22:59:01 +00:00
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#if 0
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2014-06-30 16:10:55 +00:00
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if (!gl_testbuffer) // todo: remove the immediate mode calls once the uniform array method has been tested.
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{
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glBegin(primtype);
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for (unsigned int i = 0; i < count; i++)
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{
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glTexCoord2fv(&map[offset + i].u);
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glVertex3fv(&map[offset + i].x);
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}
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glEnd();
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}
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else
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2014-07-14 22:59:01 +00:00
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#endif
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2014-06-14 23:14:41 +00:00
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{
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2014-06-30 16:10:55 +00:00
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if (count > 20)
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{
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int start = offset;
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FFlatVertex ff = map[offset];
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while (count > 20)
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{
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if (primtype == GL_TRIANGLE_FAN)
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{
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// split up the fan into multiple sub-fans
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map[offset] = map[start];
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glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, 20 * 5, &map[offset].x);
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glDrawArrays(primtype, 0, 20);
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offset += 18;
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count -= 18;
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}
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else
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{
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// we only have triangle fans of this size so don't bother with strips and triangles here.
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break;
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}
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}
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map[offset] = map[start];
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glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x);
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glDrawArrays(primtype, 0, count);
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map[offset] = ff;
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}
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else
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{
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glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x);
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glDrawArrays(primtype, 0, count);
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}
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2014-06-14 23:14:41 +00:00
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}
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}
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2013-06-23 07:49:34 +00:00
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//==========================================================================
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//
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// Initialize a single vertex
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//
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//==========================================================================
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void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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{
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x = vt->fx;
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y = vt->fy;
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z = plane.ZatPoint(vt->fx, vt->fy);
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u = vt->fx/64.f;
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v = -vt->fy/64.f;
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}
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//==========================================================================
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//
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// Find a 3D floor
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//
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//==========================================================================
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static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
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{
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for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *ffloor = target->e->XFloor.ffloors[i];
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if (ffloor->model == model) return ffloor;
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}
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return NULL;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor)
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{
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int idx = vbo_shadowdata.Reserve(sub->numlines);
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for(unsigned int k=0; k<sub->numlines; k++, idx++)
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{
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vbo_shadowdata[idx].SetFlatVertex(sub->firstline[k].v1, plane);
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if (sub->sector->transdoor && floor) vbo_shadowdata[idx].z -= 1.f;
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}
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return idx;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor)
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{
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int rt = vbo_shadowdata.Size();
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// First calculate the vertices for the sector itself
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for(int j=0; j<sec->subsectorcount; j++)
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{
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subsector_t *sub = sec->subsectors[j];
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CreateSubsectorVertices(sub, plane, floor);
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}
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return rt;
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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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int FFlatVertexBuffer::CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor)
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{
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// First calculate the vertices for the sector itself
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sec->vboheight[h] = sec->GetPlaneTexZ(h);
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sec->vboindex[h] = CreateSectorVertices(sec, plane, floor);
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// Next are all sectors using this one as heightsec
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TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
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for (unsigned g=0; g<fakes.Size(); g++)
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{
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sector_t *fsec = fakes[g];
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fsec->vboindex[2+h] = CreateSectorVertices(fsec, plane, false);
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}
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// and finally all attached 3D floors
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TArray<sector_t *> &xf = sec->e->XFloor.attached;
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for (unsigned g=0; g<xf.Size(); g++)
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{
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sector_t *fsec = xf[g];
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F3DFloor *ffloor = Find3DFloor(fsec, sec);
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if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
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{
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bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
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bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
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if (dotop || dobottom)
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{
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if (dotop) ffloor->top.vindex = vbo_shadowdata.Size();
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if (dobottom) ffloor->bottom.vindex = vbo_shadowdata.Size();
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CreateSectorVertices(fsec, plane, false);
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}
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}
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}
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sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
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return sec->vboindex[h];
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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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void FFlatVertexBuffer::CreateFlatVBO()
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{
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for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
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{
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for(int i=0; i<numsectors;i++)
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{
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CreateVertices(h, §ors[i], sectors[i].GetSecPlane(h), h == sector_t::floor);
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}
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}
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// We need to do a final check for Vavoom water and FF_FIX sectors.
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// No new vertices are needed here. The planes come from the actual sector
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for(int i=0; i<numsectors;i++)
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{
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for(unsigned j=0;j<sectors[i].e->XFloor.ffloors.Size(); j++)
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{
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F3DFloor *ff = sectors[i].e->XFloor.ffloors[j];
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if (ff->top.model == §ors[i])
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{
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ff->top.vindex = sectors[i].vboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == §ors[i])
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{
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ff->bottom.vindex = sectors[i].vboindex[ff->top.isceiling];
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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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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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{
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int startvt = sec->vboindex[plane];
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|
|
int countvt = sec->vbocount[plane];
|
|
|
|
secplane_t &splane = sec->GetSecPlane(plane);
|
|
|
|
FFlatVertex *vt = &vbo_shadowdata[startvt];
|
2014-05-10 19:47:07 +00:00
|
|
|
FFlatVertex *mapvt = &map[startvt];
|
2014-06-15 08:18:46 +00:00
|
|
|
for(int i=0; i<countvt; i++, vt++, mapvt++)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
vt->z = splane.ZatPoint(vt->x, vt->y);
|
|
|
|
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
|
2014-05-10 19:47:07 +00:00
|
|
|
mapvt->z = vt->z;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFlatVertexBuffer::CreateVBO()
|
|
|
|
{
|
|
|
|
vbo_shadowdata.Clear();
|
2014-05-10 19:47:07 +00:00
|
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
CreateFlatVBO();
|
2014-05-10 19:47:07 +00:00
|
|
|
memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
|
2014-05-20 22:36:04 +00:00
|
|
|
mCurIndex = mIndex = vbo_shadowdata.Size();
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
else if (sectors)
|
|
|
|
{
|
|
|
|
// set all VBO info to invalid values so that we can save some checks in the rendering code
|
|
|
|
for(int i=0;i<numsectors;i++)
|
|
|
|
{
|
|
|
|
sectors[i].vboindex[3] = sectors[i].vboindex[2] =
|
|
|
|
sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
|
|
|
|
sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
|
|
|
|
{
|
2014-05-10 19:47:07 +00:00
|
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-10 19:47:07 +00:00
|
|
|
if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-10 19:47:07 +00:00
|
|
|
//if (sector->ceilingdata == NULL) // only update if there's no thinker attached
|
|
|
|
{
|
|
|
|
UpdatePlaneVertices(sector, sector_t::ceiling);
|
|
|
|
sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
|
|
|
|
}
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
2014-05-10 19:47:07 +00:00
|
|
|
if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-10 19:47:07 +00:00
|
|
|
//if (sector->floordata == NULL) // only update if there's no thinker attached
|
|
|
|
{
|
|
|
|
UpdatePlaneVertices(sector, sector_t::floor);
|
|
|
|
sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
|
|
|
|
}
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// checks the validity of all planes attached to this sector
|
|
|
|
// and updates them if possible. Anything moving will not be
|
|
|
|
// updated unless it stops. This is to ensure that we never
|
|
|
|
// have to synchronize with the rendering process.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
|
|
|
|
{
|
2014-06-14 23:14:41 +00:00
|
|
|
if (gl.flags & RFL_BUFFER_STORAGE)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
CheckPlanes(sector);
|
|
|
|
sector_t *hs = sector->GetHeightSec();
|
|
|
|
if (hs != NULL) CheckPlanes(hs);
|
|
|
|
for(unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
|
|
|
CheckPlanes(sector->e->XFloor.ffloors[i]->model);
|
|
|
|
}
|
|
|
|
}
|