Clarify that 'fake wall' means a 3d floor wall

This commit is contained in:
Magnus Norddahl 2019-11-11 23:41:14 +01:00
parent fec280a5fc
commit e388abbb77
2 changed files with 7 additions and 9 deletions

View File

@ -115,7 +115,7 @@ namespace swrenderer
if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
{
RenderFakeWallRange(ds, x1, x2);
Render3DFloorWallRange(ds, x1, x2);
}
if (!notrelevant)
@ -288,8 +288,7 @@ namespace swrenderer
return false;
}
// kg3D - render one fake wall
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
{
int i;
double xscale;
@ -378,8 +377,7 @@ namespace swrenderer
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, mLight, wallupper.ScreenY, walllower.ScreenY, true);
}
// kg3D - walls of fake floors
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2)
void RenderDrawSegment::Render3DFloorWallRange(DrawSegment *ds, int x1, int x2)
{
int i, j;
F3DFloor *rover, *fover = nullptr;
@ -602,7 +600,7 @@ namespace swrenderer
//mLight.lightlevel = ds->lightlevel;
mLight.SetColormap(frontsector, curline, lit);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
Render3DFloorWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
}
break;
}
@ -784,7 +782,7 @@ namespace swrenderer
//mLight.lightlevel = ds->lightlevel;
mLight.SetColormap(frontsector, curline, lit);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
Render3DFloorWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
}
break;
}

View File

@ -39,8 +39,8 @@ namespace swrenderer
private:
bool RenderWall(DrawSegment *ds, int x1, int x2);
void ClipMidtex(DrawSegment* ds, int x1, int x2);
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic);
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2);
void Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic);
void Render3DFloorWallRange(DrawSegment *ds, int x1, int x2);
void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
sector_t *frontsector = nullptr;