- change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time - add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature) - remove FWallTmapVals and calculate texture coordinates directly from FWallCoords - move portal clipping out of the inner sprite drawing loop
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16 changed files with 676 additions and 845 deletions
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@ -218,7 +218,7 @@ namespace swrenderer
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walllower.ClipBottom(x1, x2, ds->drawsegclip);
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ProjectedWallTexcoords walltexcoords;
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walltexcoords.Project3DFloor(Thread->Viewport.get(), rover, curline, ds->WallC.sx1, ds->WallC.sx2, ds->tmapvals, rw_pic);
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walltexcoords.Project3DFloor(Thread->Viewport.get(), rover, curline, ds->WallC, rw_pic);
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
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