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Fixes typo making moving stuff crap itself.
git-svn-id: https://svn.eduke32.com/eduke32@682 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 2 additions and 3 deletions
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@ -3,7 +3,6 @@
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// - CORE STUFF
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// o put all the sector/wall geometry in VBOs
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// o optimize the update[sector|wall] functions to diff the changes
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// o figure a way to get the interpolations from the game
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// o make occlusion queries every n frames (cvar)
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// o there's still a texture alignment problem with slopes (waterfall in launch facility)
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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@ -15,13 +14,13 @@
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// o remove all the IM matrix crap and write real functions now that it works
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// o polymer.c possibly needs to be split in several source files
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// o some crap really needs factorization
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// o only make parallaxes write into the depth buffer if map boundary (e1l2)
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// o ... possibly more important stuff I don't have in mind right now
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// - SPRITES
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// o stop using IM
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// o stop using Get for every face sprite (do the calculation by hand)
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// o port sprite panning and fullbrights from hacked polymost (:(
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// o draw all opaques first, keep translucent for later with masks
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// o need smart PolygonOffset for floor and wall sprites
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// - SKIES
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// 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)
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// o implement polymost skyboxes
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@ -310,7 +310,7 @@ void polymer_drawrooms(int daposx, int daposy, int daposz, short
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continue;
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}
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}
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polymer_pokesector(dacursectnum);
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polymer_pokesector(sectorqueue[front]);
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polymer_drawsector(sectorqueue[front]);
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// scan sectors
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