Add MERGE_NODES macro for Polymost... this will be used in the following commit

git-svn-id: https://svn.eduke32.com/eduke32@7845 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-07-26 21:54:45 +00:00 committed by Christoph Oelckers
parent ee92304087
commit 1d14991acc

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@ -2600,6 +2600,15 @@ static inline void yax_vsp_finalize_init(int32_t const yaxbunch, int32_t const v
#define COMBINE_STRIPS
#ifdef COMBINE_STRIPS
#define MERGE_NODES(i, ni) \
do \
{ \
vsp[i].cy[1] = vsp[ni].cy[1]; \
vsp[i].fy[1] = vsp[ni].fy[1]; \
vsdel(ni); \
} while (0);
static inline void vsdel(int32_t const i)
{
//Delete i
@ -3147,10 +3156,7 @@ skip: ;
if (ni >= viewportNodeCount &&
(vsp[i].ctag == vsp[ni].ctag) && (vsp[i].ftag == vsp[ni].ftag))
{
vsp[i].cy[1] = vsp[ni].cy[1];
vsp[i].fy[1] = vsp[ni].fy[1];
vsdel(ni);
MERGE_NODES(i, ni);
#if 0
//POGO: This GL1 debug code draws the resulting merged VSP segment with floor and ceiling bounds lines as yellow and cyan respectively
// To enable this, ensure that in polymost_drawrooms() that you are clearing the stencil buffer and color buffer.