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- use MakeVertices directly in the portal code and remove all related code from RenderWall.
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8cf53f04e8
commit
8f331f56e2
4 changed files with 10 additions and 22 deletions
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@ -773,7 +773,7 @@ void GLWall::RenderLightsCompat(int pass)
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if (PrepareLight(light, pass))
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{
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vertcount = 0;
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RenderWall(RWF_TEXTURED, NULL);
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RenderWall(RWF_TEXTURED);
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}
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node = node->nextLight;
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}
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@ -152,7 +152,9 @@ void GLPortal::DrawPortalStencil()
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for (unsigned int i = 0; i<lines.Size(); i++)
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{
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lines[i].RenderWall(GLWall::RWF_NORENDER, &mPrimIndices[i * 2]);
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if (gl.buffermethod != BM_DEFERRED) lines[i].MakeVertices(false);
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mPrimIndices[i * 2] = lines[i].vertindex;
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mPrimIndices[i * 2 + 1] = lines[i].vertcount;
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}
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if (cap)
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@ -196,7 +196,7 @@ private:
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void SetupLights();
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bool PrepareLight(ADynamicLight * light, int pass);
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void MakeVertices(bool nosplit);
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void RenderWall(int textured, unsigned int *store = NULL);
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void RenderWall(int textured);
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void RenderTextured(int rflags);
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void FloodPlane(int pass);
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@ -205,30 +205,16 @@ void GLWall::MakeVertices(bool nosplit)
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//
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//==========================================================================
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void GLWall::RenderWall(int textured, unsigned int *store)
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void GLWall::RenderWall(int textured)
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{
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if (!(textured & RWF_NORENDER))
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{
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gl_RenderState.Apply();
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gl_RenderState.ApplyLightIndex(dynlightindex);
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}
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gl_RenderState.Apply();
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gl_RenderState.ApplyLightIndex(dynlightindex);
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if (gl.buffermethod != BM_DEFERRED)
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{
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MakeVertices(!(textured&RWF_NOSPLIT));
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}
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unsigned int count = vertcount, offset = vertindex;
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if (!(textured & RWF_NORENDER))
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{
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, offset, count);
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vertexcount += count;
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}
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if (store != NULL)
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{
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store[0] = offset;
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store[1] = count;
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}
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount);
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vertexcount += vertcount;
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}
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//==========================================================================
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