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- pass sector pointer to render_camtex.
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commit
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4 changed files with 8 additions and 8 deletions
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@ -364,17 +364,17 @@ void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sect
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All.Unclock();
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}
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void render_camtex(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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void render_camtex(spritetype* playersprite, const vec3_t& position, sectortype* sect, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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{
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updatesector(position.x, position.y, §num);
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if (sectnum < 0) return;
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updatesector(position.x, position.y, §);
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if (!sect) return;
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screen->RenderState()->SetVertexBuffer(screen->mVertexData);
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// now render the main view
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float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang);
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
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if (cl_capfps) r_viewpoint.TicFrac = smoothratio;
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RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees, ratio, ratio, false, false);
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@ -5,7 +5,7 @@ class FSerializer;
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struct IntRect;
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, double smoothratio);
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void render_camtex(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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void render_camtex(spritetype* playersprite, const vec3_t& position, sectortype* sect, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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struct PortalDesc
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{
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@ -123,7 +123,7 @@ void GameInterface::UpdateCameras(double smoothratio)
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}
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else
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{
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render_camtex(camera, camera->pos, camera->sectnum, ang, buildhoriz(camera->shade), buildang(0), tex, rect, smoothratio);
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render_camtex(camera, camera->pos, camera->sector(), ang, buildhoriz(camera->shade), buildang(0), tex, rect, smoothratio);
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}
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display_mirror = 0;
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});
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@ -426,13 +426,13 @@ void drawroomstotile(int daposx, int daposy, int daposz,
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{
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if (!testnewrenderer)
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{
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renderDrawRoomsQ16(daposx, daposy, daposz, ang.asq16(), horiz.asq16(), sectnum(dacursect), false);
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renderDrawRoomsQ16(daposx, daposy, daposz, ang.asq16(), horiz.asq16(), dacursect, false);
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analyzesprites(pm_tsprite, pm_spritesortcnt, daposx, daposy, daposz, ang.asbuild());
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renderDrawMasks();
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}
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else
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{
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render_camtex(nullptr, { daposx, daposy, daposz }, sectnum(dacursect), ang, horiz, buildang(0), tileGetTexture(tilenume), rect, smoothratio);
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render_camtex(nullptr, { daposx, daposy, daposz }, dacursect, ang, horiz, buildang(0), tileGetTexture(tilenume), rect, smoothratio);
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}
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});
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