- move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
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28aba3469d
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0c9014b984
75 changed files with 817 additions and 839 deletions
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@ -493,7 +493,7 @@ void FDrawInfo::HandleMissingTextures()
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HandledSubsectors.Clear();
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validcount++;
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if (MissingUpperTextures[i].Planez > ViewPos.Z)
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if (MissingUpperTextures[i].Planez > r_viewpoint.Pos.Z)
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{
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// close the hole only if all neighboring sectors are an exact height match
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// Otherwise just fill in the missing textures.
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@ -565,7 +565,7 @@ void FDrawInfo::HandleMissingTextures()
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HandledSubsectors.Clear();
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validcount++;
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if (MissingLowerTextures[i].Planez < ViewPos.Z)
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if (MissingLowerTextures[i].Planez < r_viewpoint.Pos.Z)
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{
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// close the hole only if all neighboring sectors are an exact height match
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// Otherwise just fill in the missing textures.
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@ -655,7 +655,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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// already done!
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < r_viewpoint.Pos.Z) continue; // out of sight
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// FIXME: The check for degenerate subsectors should be more precise
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if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
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@ -677,7 +677,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
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if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > r_viewpoint.Pos.Z) continue; // out of sight
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if (seg->backsector->transdoor) continue;
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if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
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if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue;
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@ -787,7 +787,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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{
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if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
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if (sub == viewsubsector && r_viewpoint.Pos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
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HandledSubsectors.Push(sub);
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}
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}
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@ -937,7 +937,7 @@ void FDrawInfo::HandleHackedSubsectors()
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totalssms.Reset();
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totalssms.Clock();
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viewsubsector = R_PointInSubsector(ViewPos);
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viewsubsector = R_PointInSubsector(r_viewpoint.Pos);
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// Each subsector may only be processed once in this loop!
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validcount++;
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