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Polymer: fix external view.
Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls. git-svn-id: https://svn.eduke32.com/eduke32@1982 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 19 additions and 15 deletions
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@ -1075,13 +1075,15 @@ void polymer_drawmasks(void)
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// polymer_drawsprite(spritesortcnt);
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// polymer_drawsprite(spritesortcnt);
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// }
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// }
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if (cursectormaskcount) {
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// We (kind of) queue sector masks near to far, so drawing them in reverse
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// We (kind of) queue sector masks near to far, so drawing them in reverse
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// order is the sane approach here. Of course impossible cases will arise.
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// order is the sane approach here. Of course impossible cases will arise.
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while (*cursectormaskcount) {
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while (*cursectormaskcount) {
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polymer_drawsector(cursectormasks[--(*cursectormaskcount)], TRUE);
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polymer_drawsector(cursectormasks[--(*cursectormaskcount)], TRUE);
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}
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}
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// This should _always_ be called after a corresponding pr_displayrooms().
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// This should _always_ be called after a corresponding pr_displayrooms()
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// unless we're in "external view" mode, which was checked above.
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// Both the top-level game drawrooms and the recursive internal passes
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// Both the top-level game drawrooms and the recursive internal passes
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// should be accounted for here. If these free cause corruption, there's
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// should be accounted for here. If these free cause corruption, there's
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// an accounting bug somewhere.
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// an accounting bug somewhere.
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@ -1089,6 +1091,7 @@ void polymer_drawmasks(void)
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cursectormaskcount = NULL;
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cursectormaskcount = NULL;
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Bfree(cursectormasks);
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Bfree(cursectormasks);
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cursectormasks = NULL;
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cursectormasks = NULL;
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}
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// bglDisable(GL_POLYGON_OFFSET_FILL);
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// bglDisable(GL_POLYGON_OFFSET_FILL);
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bglDisable(GL_BLEND);
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bglDisable(GL_BLEND);
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@ -2529,7 +2532,7 @@ static void polymer_drawsector(int16_t sectnum, int32_t domasks)
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if (searchit == 2)
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if (searchit == 2)
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memcpy(s->floor.material.diffusemodulation, oldcolor, sizeof(GLubyte) * 4);
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memcpy(s->floor.material.diffusemodulation, oldcolor, sizeof(GLubyte) * 4);
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} else if (!domasks && sec->floorstat & 384) {
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} else if (!domasks && cursectormaskcount && sec->floorstat & 384) {
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// If we just skipped a mask, queue it for later
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// If we just skipped a mask, queue it for later
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cursectormasks[(*cursectormaskcount)++] = sectnum;
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cursectormasks[(*cursectormaskcount)++] = sectnum;
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// Don't queue it twice if the ceiling is also a mask, though.
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// Don't queue it twice if the ceiling is also a mask, though.
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@ -2566,7 +2569,8 @@ static void polymer_drawsector(int16_t sectnum, int32_t domasks)
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if (searchit == 2)
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if (searchit == 2)
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memcpy(s->ceil.material.diffusemodulation, oldcolor, sizeof(GLubyte) * 4);
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memcpy(s->ceil.material.diffusemodulation, oldcolor, sizeof(GLubyte) * 4);
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} else if (!domasks && !queuedmask && (sec->ceilingstat & 384)) {
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} else if (!domasks && !queuedmask && cursectormaskcount &&
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(sec->ceilingstat & 384)) {
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// If we just skipped a mask, queue it for later
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// If we just skipped a mask, queue it for later
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cursectormasks[(*cursectormaskcount)++] = sectnum;
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cursectormasks[(*cursectormaskcount)++] = sectnum;
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}
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}
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