- resorted portal render data.
Compiles but does not work...
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40 changed files with 204 additions and 195 deletions
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@ -48,7 +48,6 @@
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/gl_functions.h"
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//==========================================================================
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//
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@ -568,8 +567,6 @@ void gl_PreprocessLevel()
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}
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delete[] checkmap;
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gl_InitPortals();
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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@ -582,53 +579,6 @@ void gl_PreprocessLevel()
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//==========================================================================
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//
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// Cleans up all the GL data for the last level
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//
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//==========================================================================
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void gl_CleanLevelData()
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{
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// Dynamic lights must be destroyed before the sector information here is deleted.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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AActor * mo=it.Next();
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while (mo)
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{
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AActor * next = it.Next();
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mo->Destroy();
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mo=next;
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}
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if (level.sides.Size() > 0 && level.sides[0].segs)
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{
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delete [] level.sides[0].segs;
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level.sides[0].segs = NULL;
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}
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if (level.sectors.Size() > 0 && level.sectors[0].subsectors)
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{
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delete [] level.sectors[0].subsectors;
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level.sectors[0].subsectors = nullptr;
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}
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for (auto &sub : level.subsectors)
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{
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for(int j=0;j<2;j++)
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{
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if (sub.portalcoverage[j].subsectors != NULL)
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{
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delete [] sub.portalcoverage[j].subsectors;
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sub.portalcoverage[j].subsectors = NULL;
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}
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}
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}
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for(unsigned i=0;i<glSectorPortals.Size(); i++)
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{
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delete glSectorPortals[i];
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}
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glSectorPortals.Clear();
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}
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//==========================================================================
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//
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//
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