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https://github.com/ZDoom/gzdoom.git
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- made the adjustments.
This commit is contained in:
parent
2914cdc939
commit
f77c4642cb
10 changed files with 65 additions and 65 deletions
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@ -348,7 +348,7 @@ static void PrepareTransparentDoors(sector_t * sector)
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int side = sector->lines[i]->sidedef[0]->sector == sec;
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if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+FRACUNIT)
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if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+1.)
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{
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sector->transdoor=false;
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return;
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@ -338,7 +338,7 @@ void FFlatVertexBuffer::CreateVBO()
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{
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sectors[i].vboindex[3] = sectors[i].vboindex[2] =
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sectors[i].vboindex[1] = sectors[i].vboindex[0] = -1;
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FIXED_MIN;
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sectors[i].vboheight[1] = sectors[i].vboheight[0] = FLT_MIN;
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}
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}
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@ -129,33 +129,33 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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if (type!=RENDERWALL_TOP) return;
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if (line->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::ceiling);
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (type!=RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::floor);
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::floor);
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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@ -1222,7 +1222,7 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return;
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if (fakebsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) return;
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if (fakebsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) return;
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if (seg->sidedef == seg->linedef->sidedef[0])
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{
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@ -595,7 +595,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
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{
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gl_drawinfo->AddFloorStack(sector); // stacked sector things require visplane merging.
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}
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alpha = frontsector->GetAlpha(sector_t::floor) / 65536.0f;
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alpha = frontsector->GetAlpha(sector_t::floor);
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}
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else
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{
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@ -654,7 +654,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
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{
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gl_drawinfo->AddCeilingStack(sector);
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}
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alpha = frontsector->GetAlpha(sector_t::ceiling) / 65536.0f;
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alpha = frontsector->GetAlpha(sector_t::ceiling);
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}
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else
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{
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@ -299,14 +299,14 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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if (sec->ceilingplane.isSlope()) return false;
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// Is the neighboring ceiling lower than the desired height?
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if (sec->GetPlaneTexZF(sector_t::ceiling) < Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) < Planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)];
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@ -357,14 +357,14 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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if (sec->floorplane.isSlope()) return false;
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// Is the neighboring floor higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::floor) > Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) > Planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZF(sector_t::floor) == Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) == Planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)];
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@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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if (sec->floorplane.isSlope()) return false;
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// Is the neighboring floor higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::floor) < Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) < Planez)
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{
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// todo: check for missing textures.
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return false;
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@ -424,7 +424,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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// This is an exact height match which means we don't have to do any further checks for this sector
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// No texture checks though!
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if (sec->GetPlaneTexZF(sector_t::floor) == Planez) continue;
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if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue;
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}
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if (!DoFakeBridge(backsub, Planez)) return false;
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}
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@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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if (sec->ceilingplane.isSlope()) return false;
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// Is the neighboring ceiling higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::ceiling) > Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) > Planez)
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{
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// todo: check for missing textures.
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return false;
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@ -477,7 +477,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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// This is an exact height match which means we don't have to do any further checks for this sector
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// No texture checks though!
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if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez) continue;
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if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue;
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}
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if (!DoFakeCeilingBridge(backsub, Planez)) return false;
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}
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@ -553,7 +553,7 @@ void FDrawInfo::HandleMissingTextures()
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false);
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float planez = (float)fakesector->GetPlaneTexZF(sector_t::ceiling);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
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backsub->validcount = validcount;
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if (DoFakeCeilingBridge(backsub, planez))
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@ -624,7 +624,7 @@ void FDrawInfo::HandleMissingTextures()
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false);
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float planez = (float)fakesector->GetPlaneTexZF(sector_t::floor);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
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backsub->validcount = validcount;
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if (DoFakeBridge(backsub, planez))
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@ -668,7 +668,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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// already done!
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (seg->frontsector->GetPlaneTexZF(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
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// FIXME: The check for degenerate subsectors should be more precise
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if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
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@ -690,7 +690,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
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if (seg->frontsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight
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if (seg->backsector->transdoor) continue;
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if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
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if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue;
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@ -758,8 +758,8 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
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{
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// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
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// using such crap hacks is simply too small
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if (sub->render_sector->GetTexture(sector_t::floor)==backsub->render_sector->GetTexture(sector_t::floor) &&
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sub->render_sector->GetPlaneTexZ(sector_t::floor)==backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
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if (sub->render_sector->GetTexture(sector_t::floor) == backsub->render_sector->GetTexture(sector_t::floor) &&
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sub->render_sector->GetPlaneTexZ(sector_t::floor) == backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
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sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight())
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{
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continue;
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@ -797,10 +797,10 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZF(sector_t::floor) != anchor->GetPlaneTexZF(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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{
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if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZF(sector_t::floor)) inview = true;
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if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
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HandledSubsectors.Push(sub);
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}
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}
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@ -825,9 +825,9 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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else if (sub->render_sector == backsub->render_sector)
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{
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// Any anchor not within the original anchor's visplane terminates the processing.
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if (sub->render_sector->GetTexture(sector_t::floor)!=anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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{
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return false;
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}
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@ -864,8 +864,8 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
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{
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// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
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// using such crap hacks is simply too small
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if (sub->render_sector->GetTexture(sector_t::ceiling)==backsub->render_sector->GetTexture(sector_t::ceiling) &&
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)==backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
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if (sub->render_sector->GetTexture(sector_t::ceiling) == backsub->render_sector->GetTexture(sector_t::ceiling) &&
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) == backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
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sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight())
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{
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continue;
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@ -898,11 +898,11 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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// Is not being rendererd so don't bother.
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if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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{
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HandledSubsectors.Push (sub);
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HandledSubsectors.Push(sub);
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}
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}
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@ -926,9 +926,9 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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else if (sub->render_sector == backsub->render_sector)
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{
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// Any anchor not within the original anchor's visplane terminates the processing.
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if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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{
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return false;
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}
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@ -262,7 +262,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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// one more check for some ugly transparent door hacks
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if (!bs->floorplane.isSlope() && !fs->floorplane.isSlope())
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{
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if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+FRACUNIT)
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if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+1.)
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{
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FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
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if (!tex || tex->UseType==FTexture::TEX_Null) return;
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@ -288,7 +288,7 @@ public:
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bool ceiling;
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BYTE renderflags;
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int vboindex;
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int vboheight;
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//int vboheight;
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int dynlightindex;
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@ -360,12 +360,12 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
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lightlist_t * light;
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// ZDoom doesn't support slopes in a horizon sector so I won't either!
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ztop[1] = ztop[0] = fs->GetPlaneTexZF(sector_t::ceiling);
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zbottom[1] = zbottom[0] = fs->GetPlaneTexZF(sector_t::floor);
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ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
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zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
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if (ViewPos.Z < fs->GetPlaneTexZF(sector_t::ceiling))
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if (ViewPos.Z < fs->GetPlaneTexZ(sector_t::ceiling))
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{
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if (ViewPos.Z > fs->GetPlaneTexZF(sector_t::floor))
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if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor))
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zbottom[1] = zbottom[0] = ViewPos.Z;
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if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
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@ -393,9 +393,9 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
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ztop[1] = ztop[0] = zbottom[0];
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}
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if (ViewPos.Z > fs->GetPlaneTexZF(sector_t::floor))
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if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor))
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{
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zbottom[1] = zbottom[0] = fs->GetPlaneTexZF(sector_t::floor);
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zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
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if (fs->GetTexture(sector_t::floor) == skyflatnum)
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{
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SkyPlane(fs, sector_t::floor, false);
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@ -707,12 +707,12 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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float rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
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if ((seg->linedef->flags & ML_DONTPEGBOTTOM) >0)
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{
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texturebottom = MAX(realfront->GetPlaneTexZF(sector_t::floor), realback->GetPlaneTexZF(sector_t::floor)) + rowoffset;
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texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor), realback->GetPlaneTexZ(sector_t::floor)) + rowoffset;
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texturetop = texturebottom + tci.mRenderHeight;
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}
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else
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{
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texturetop = MIN(realfront->GetPlaneTexZF(sector_t::ceiling), realback->GetPlaneTexZF(sector_t::ceiling)) + rowoffset;
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texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling)) + rowoffset;
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texturebottom = texturetop - tci.mRenderHeight;
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}
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}
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@ -896,7 +896,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// set up alpha blending
|
||||
//
|
||||
//
|
||||
if (seg->linedef->Alpha)// && seg->linedef->special!=Line_Fogsheet)
|
||||
if (seg->linedef->alpha != 0)
|
||||
{
|
||||
bool translucent = false;
|
||||
|
||||
|
@ -904,13 +904,13 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
{
|
||||
case 0:
|
||||
RenderStyle=STYLE_Translucent;
|
||||
alpha=FIXED2FLOAT(seg->linedef->Alpha);
|
||||
translucent = seg->linedef->Alpha < FRACUNIT || (gltexture && gltexture->GetTransparent());
|
||||
alpha = seg->linedef->alpha;
|
||||
translucent =alpha < 1. || (gltexture && gltexture->GetTransparent());
|
||||
break;
|
||||
|
||||
case ML_ADDTRANS:
|
||||
RenderStyle=STYLE_Add;
|
||||
alpha=FIXED2FLOAT(seg->linedef->Alpha);
|
||||
alpha = seg->linedef->alpha;
|
||||
translucent=true;
|
||||
break;
|
||||
}
|
||||
|
@ -1065,7 +1065,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
to = (rover->flags&(FF_UPPERTEXTURE | FF_LOWERTEXTURE)) ?
|
||||
0.f : tci.RowOffset(mastersd->GetTextureYOffset(side_t::mid));
|
||||
|
||||
to += rowoffset + rover->top.model->GetPlaneTexZF(rover->top.isceiling);
|
||||
to += rowoffset + rover->top.model->GetPlaneTexZ(rover->top.isceiling);
|
||||
|
||||
uplft.v = tci.FloatToTexV(to - ff_topleft);
|
||||
uprgt.v = tci.FloatToTexV(to - ff_topright);
|
||||
|
@ -1372,8 +1372,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
segfront = frontsector;
|
||||
segback = backsector;
|
||||
}
|
||||
frefz = realfront->GetPlaneTexZF(sector_t::floor);
|
||||
crefz = realfront->GetPlaneTexZF(sector_t::ceiling);
|
||||
frefz = realfront->GetPlaneTexZ(sector_t::floor);
|
||||
crefz = realfront->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
if (seg->sidedef == seg->linedef->sidedef[0])
|
||||
{
|
||||
|
@ -1525,7 +1525,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
crefz, realback->GetPlaneTexZF(sector_t::ceiling),
|
||||
crefz, realback->GetPlaneTexZ(sector_t::ceiling),
|
||||
fch1, fch2, bch1a, bch2a, 0);
|
||||
}
|
||||
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
||||
|
@ -1538,7 +1538,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
crefz, realback->GetPlaneTexZF(sector_t::ceiling),
|
||||
crefz, realback->GetPlaneTexZ(sector_t::ceiling),
|
||||
fch1, fch2, bch1a, bch2a, 0);
|
||||
}
|
||||
}
|
||||
|
@ -1602,10 +1602,10 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
realback->GetPlaneTexZF(sector_t::floor), frefz,
|
||||
realback->GetPlaneTexZ(sector_t::floor), frefz,
|
||||
bfh1, bfh2, ffh1, ffh2,
|
||||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
||||
frefz - realback->GetPlaneTexZF(sector_t::ceiling) :
|
||||
frefz - realback->GetPlaneTexZ(sector_t::ceiling) :
|
||||
frefz - crefz);
|
||||
}
|
||||
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
||||
|
@ -1621,7 +1621,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
realback->GetPlaneTexZF(sector_t::floor), frefz,
|
||||
realback->GetPlaneTexZ(sector_t::floor), frefz,
|
||||
bfh1, bfh2, ffh1, ffh2, frefz - crefz);
|
||||
}
|
||||
}
|
||||
|
@ -1648,8 +1648,8 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
|
|||
if (frontsector->GetTexture(sector_t::floor) == skyflatnum) return;
|
||||
lightlist = NULL;
|
||||
|
||||
float ffh = frontsector->GetPlaneTexZF(sector_t::floor);
|
||||
float bfh = backsector->GetPlaneTexZF(sector_t::floor);
|
||||
float ffh = frontsector->GetPlaneTexZ(sector_t::floor);
|
||||
float bfh = backsector->GetPlaneTexZ(sector_t::floor);
|
||||
if (bfh > ffh)
|
||||
{
|
||||
this->seg = seg;
|
||||
|
|
|
@ -1081,8 +1081,8 @@ public:
|
|||
float reflect[2];
|
||||
|
||||
bool transdoor; // For transparent door hacks
|
||||
fixed_t transdoorheight; // for transparent door hacks
|
||||
int subsectorcount; // list of subsectors
|
||||
double transdoorheight; // for transparent door hacks
|
||||
subsector_t ** subsectors;
|
||||
FPortal * portals[2]; // floor and ceiling portals
|
||||
FLightNode * lighthead;
|
||||
|
@ -1094,7 +1094,7 @@ public:
|
|||
};
|
||||
|
||||
int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering
|
||||
fixed_t vboheight[2]; // Last calculated height for the 2 planes of this actual sector
|
||||
double vboheight[2]; // Last calculated height for the 2 planes of this actual sector
|
||||
int vbocount[2]; // Total count of vertices belonging to this sector's planes
|
||||
|
||||
float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }
|
||||
|
|
Loading…
Reference in a new issue