- remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager. - check gl_sort_textures only once per scene, not per draw list.
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7 changed files with 50 additions and 30 deletions
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@ -349,11 +349,15 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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//==========================================================================
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void GLWall::DoDrawDecals()
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{
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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while (decal)
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if (seg->sidedef && seg->sidedef->AttachedDecals)
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{
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DrawDecal(decal);
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decal = decal->WallNext;
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gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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while (decal)
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{
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DrawDecal(decal);
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decal = decal->WallNext;
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}
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}
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}
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