Fixes typo making moving stuff crap itself.

git-svn-id: https://svn.eduke32.com/eduke32@682 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2008-04-02 04:40:07 +00:00
parent d9500e18e0
commit a1a587c202
2 changed files with 2 additions and 3 deletions

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@ -3,7 +3,6 @@
// - CORE STUFF // - CORE STUFF
// o put all the sector/wall geometry in VBOs // o put all the sector/wall geometry in VBOs
// o optimize the update[sector|wall] functions to diff the changes // o optimize the update[sector|wall] functions to diff the changes
// o figure a way to get the interpolations from the game
// o make occlusion queries every n frames (cvar) // o make occlusion queries every n frames (cvar)
// o there's still a texture alignment problem with slopes (waterfall in launch facility) // o there's still a texture alignment problem with slopes (waterfall in launch facility)
// o there's also the texture alignment problem Hunter reported (san andreas fault) // o there's also the texture alignment problem Hunter reported (san andreas fault)
@ -15,13 +14,13 @@
// o remove all the IM matrix crap and write real functions now that it works // o remove all the IM matrix crap and write real functions now that it works
// o polymer.c possibly needs to be split in several source files // o polymer.c possibly needs to be split in several source files
// o some crap really needs factorization // o some crap really needs factorization
// o only make parallaxes write into the depth buffer if map boundary (e1l2)
// o ... possibly more important stuff I don't have in mind right now // o ... possibly more important stuff I don't have in mind right now
// - SPRITES // - SPRITES
// o stop using IM // o stop using IM
// o stop using Get for every face sprite (do the calculation by hand) // o stop using Get for every face sprite (do the calculation by hand)
// o port sprite panning and fullbrights from hacked polymost (:( // o port sprite panning and fullbrights from hacked polymost (:(
// o draw all opaques first, keep translucent for later with masks // o draw all opaques first, keep translucent for later with masks
// o need smart PolygonOffset for floor and wall sprites
// - SKIES // - SKIES
// o figure a better way to handle ART skies - maybe add symetric caps that would fade to black like a big gem or something wow this is a long column lol ;0) // o figure a better way to handle ART skies - maybe add symetric caps that would fade to black like a big gem or something wow this is a long column lol ;0)
// o implement polymost skyboxes // o implement polymost skyboxes

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@ -310,7 +310,7 @@ void polymer_drawrooms(int daposx, int daposy, int daposz, short
continue; continue;
} }
} }
polymer_pokesector(dacursectnum); polymer_pokesector(sectorqueue[front]);
polymer_drawsector(sectorqueue[front]); polymer_drawsector(sectorqueue[front]);
// scan sectors // scan sectors