GL renderer now uses RenderRadius links too

This commit is contained in:
ZZYZX 2016-12-26 00:23:05 +02:00 committed by Christoph Oelckers
parent 19856d6ccb
commit 6f16597668

View file

@ -363,20 +363,26 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
SetupSprite.Clock(); SetupSprite.Clock();
sector_t * sec=sub->sector; sector_t * sec=sub->sector;
// Handle all things in sector. // Handle all things in sector.
for (AActor * thing = sec->thinglist; thing; thing = thing->snext) if (sec->touching_render_things)
{ {
FIntCVar *cvar = thing->GetClass()->distancecheck; for (auto thing : *sec->touching_render_things)
if (cvar != NULL && *cvar >= 0)
{ {
double dist = (thing->Pos() - ViewPos).LengthSquared(); if (thing->validcount == validcount) continue;
double check = (double)**cvar; thing->validcount = validcount;
if (dist >= check * check)
{
continue;
}
}
GLRenderer->ProcessSprite(thing, sector, false); FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
}
GLRenderer->ProcessSprite(thing, sector, false);
}
} }
for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext) for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
{ {