- 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
This commit is contained in:
Magnus Norddahl 2019-11-20 04:50:24 +01:00
commit 236b476933
16 changed files with 676 additions and 845 deletions

View file

@ -218,7 +218,7 @@ namespace swrenderer
walllower.ClipBottom(x1, x2, ds->drawsegclip);
ProjectedWallTexcoords walltexcoords;
walltexcoords.Project3DFloor(Thread->Viewport.get(), rover, curline, ds->WallC.sx1, ds->WallC.sx2, ds->tmapvals, rw_pic);
walltexcoords.Project3DFloor(Thread->Viewport.get(), rover, curline, ds->WallC, rw_pic);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);