raze/source/core/rendering/hw_vertexmap.h

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#pragma once
#include "basics.h"
#include "tarray.h"
struct vertex_t
{
int masterwall;
angle_t viewangle; // precalculated angle for clipping
int angletime; // recalculation time for view angle
bool dirty; // something has changed and needs to be recalculated
int numheights;
TArrayView<int> sectors;
TArrayView<int> walls;
float * heightlist;
void RecalcVertexHeights();
};
extern TArray<int> vertexMap; // maps walls to the vertex data.
extern TArray<vertex_t> vertices;