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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this.
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328047ea28
commit
a0a530945d
4 changed files with 119 additions and 23 deletions
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@ -178,8 +178,8 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fX();
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ptr->y = vt->fY();
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ptr->z = plane.plane.ZatPoint(vt) + dz;
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ptr->y = vt->fY();
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ptr->u = vt->fX() / 64.f;
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ptr->v = -vt->fY() / 64.f;
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ptr++;
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@ -252,7 +252,7 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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else
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else
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{
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if (vboindex >= 0)
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{
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@ -305,6 +305,76 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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}
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//==========================================================================
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//
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// special handling for skyboxes which need texture clamping.
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// This will find the bounding rectangle of the sector and just
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// draw one single polygon filling that rectangle with a clamped
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// texture.
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//
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//==========================================================================
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void GLFlat::DrawSkyboxSector(int pass, bool processlights)
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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float minx = FLT_MAX, miny = FLT_MAX;
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float maxx = -FLT_MAX, maxy = -FLT_MAX;
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for (int i = 0; i < sector->linecount; i++)
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{
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line_t *ln = sector->lines[i];
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float x = ln->v1->fX();
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float y = ln->v1->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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x = ln->v2->fX();
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y = ln->v2->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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}
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float z = plane.plane.ZatPoint(0., 0.) + dz;
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ptr->x = minx;
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ptr->z = z;
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ptr->y = miny;
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ptr->u = 0;
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ptr->v = 1;
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ptr++;
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ptr->x = minx;
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ptr->z = z;
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ptr->y = maxy;
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ptr->u = 0;
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ptr->v = 0;
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ptr++;
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ptr->x = maxx;
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ptr->z = z;
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ptr->y = maxy;
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ptr->u = 1;
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ptr->v = 0;
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ptr++;
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ptr->x = maxx;
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ptr->z = z;
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ptr->y = miny;
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ptr->u = 1;
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ptr->v = 1;
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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flatvertices += 4;
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flatprimitives++;
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}
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//==========================================================================
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//
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//
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@ -328,10 +398,18 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_ALL:
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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gl_RenderState.EnableTextureMatrix(false);
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if (sector->special != GLSector_Skybox)
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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gl_RenderState.EnableTextureMatrix(false);
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}
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else
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
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DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
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}
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break;
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case GLPASS_LIGHTSONLY:
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@ -58,12 +58,6 @@
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CVAR(Bool,gl_noskyboxes, false, 0)
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extern int skyfog;
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enum
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{
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NoSkyDraw = 89
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};
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//==========================================================================
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//
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// Set up the skyinfo struct
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@ -254,7 +248,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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{
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if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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if (bs->special == NoSkyDraw) return;
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if (bs->special == GLSector_NoSkyDraw) return;
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if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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// if the back sector is closed the sky must be drawn!
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@ -344,7 +338,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
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{
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if (fs->GetTexture(sector_t::floor)==skyflatnum)
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{
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if (bs->special == NoSkyDraw) return;
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if (bs->special == GLSector_NoSkyDraw) return;
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FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
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// For lower skies the normal logic only applies to walls with no lower texture!
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@ -23,6 +23,11 @@ struct FPortal;
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struct FFlatVertex;
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struct FGLLinePortal;
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enum
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{
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GLSector_NoSkyDraw = 89,
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GLSector_Skybox = 90,
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};
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enum WallTypes
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{
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@ -290,6 +295,7 @@ public:
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void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
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void DrawSubsector(subsector_t * sub);
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void DrawSubsectorLights(subsector_t * sub, int pass);
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void DrawSkyboxSector(int pass, bool processlights);
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void DrawSubsectors(int pass, bool processlights, bool istrans);
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void ProcessLights(bool istrans);
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@ -583,7 +583,23 @@ void GLWall::CheckTexturePosition()
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if ((uplft.v == 0.f && uprgt.v == 0.f && lolft.v <= 1.f && lorgt.v <= 1.f) ||
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(uplft.v >= 0.f && uprgt.v >= 0.f && lolft.v == 1.f && lorgt.v == 1.f))
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{
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flags|=GLT_CLAMPY;
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flags |= GLT_CLAMPY;
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}
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// Check if this is marked as a skybox and if so, do the same for x.
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// This intentionally only tests the seg's frontsector.
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if (seg->frontsector->special == GLSector_Skybox)
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{
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sub = (float)xs_FloorToInt(uplft.u);
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uplft.u -= sub;
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uprgt.u -= sub;
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lolft.u -= sub;
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lorgt.u -= sub;
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if ((uplft.u == 0.f && lolft.u == 0.f && uprgt.u <= 1.f && lorgt.u <= 1.f) ||
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(uplft.u >= 0.f && lolft.u >= 0.f && uprgt.u == 1.f && lorgt.u == 1.f))
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{
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flags |= GLT_CLAMPX;
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}
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}
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}
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@ -604,6 +620,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
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GLSeg glsave=glseg;
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float flh=ceilingrefheight-floorrefheight;
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int texpos;
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BYTE savedflags = flags;
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switch (_type)
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{
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@ -636,16 +653,17 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
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}
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else
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{
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CheckTexturePosition();
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// Add this wall to the render list
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sector_t * sec = sub? sub->sector : seg->frontsector;
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CheckTexturePosition();
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// Add this wall to the render list
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sector_t * sec = sub ? sub->sector : seg->frontsector;
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if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false);
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else SplitWall(sec, false);
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}
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glseg=glsave;
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flags&=~GLT_CLAMPY;
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glseg = glsave;
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flags = savedflags;
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}
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@ -837,11 +855,11 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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}
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else
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{
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flags&=~GLT_CLAMPX;
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flags &= ~GLT_CLAMPX;
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}
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if (!wrap)
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{
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flags|=GLT_CLAMPY;
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flags |= GLT_CLAMPY;
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}
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}
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if (mirrory)
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@ -1330,7 +1348,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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sector_t * segback;
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#ifdef _DEBUG
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if (seg->linedef - lines == 904)
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if (seg->linedef - lines < 4)
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{
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int a = 0;
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}
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