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- fixed check for GL nodebuild
SVN r2613 (trunk)
This commit is contained in:
parent
3afa8149de
commit
ece980d372
1 changed files with 4 additions and 2 deletions
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@ -3803,8 +3803,10 @@ void P_SetupLevel (char *lumpname, int position)
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unsigned int startTime=0, endTime=0;
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bool BuildGLNodes;
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if (ForceNodeBuild)
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{
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BuildGLNodes = am_textured || multiplayer || demoplayback || demorecording || genglnodes;
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startTime = I_FPSTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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@ -3819,7 +3821,6 @@ void P_SetupLevel (char *lumpname, int position)
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// We need GL nodes if am_textured is on.
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// In case a sync critical game mode is started, also build GL nodes to avoid problems
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// if the different machines' am_textured setting differs.
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bool BuildGLNodes = am_textured || multiplayer || demoplayback || demorecording || genglnodes;
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FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
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delete[] vertexes;
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builder.Extract (nodes, numnodes,
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@ -3832,6 +3833,7 @@ void P_SetupLevel (char *lumpname, int position)
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}
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else
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{
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BuildGLNodes = false;
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// Older ZDBSPs had problems with compressed sidedefs and assigned wrong sides to the segs if both sides were the same sidedef.
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for(i=0;i<numsegs;i++)
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{
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@ -3872,7 +3874,7 @@ void P_SetupLevel (char *lumpname, int position)
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// If the original nodes being loaded are not GL nodes they will be kept around for
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// use in P_PointInSubsector to avoid problems with maps that depend on the specific
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// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
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reloop |= P_CheckNodes(map, ForceNodeBuild, endTime - startTime);
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reloop |= P_CheckNodes(map, BuildGLNodes, endTime - startTime);
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hasglnodes = true;
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}
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else
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