- cleanup of GL renderer interface and improper header use in software renderer.

This commit is contained in:
Christoph Oelckers 2017-03-16 18:51:54 +01:00
commit 2b2c986bd0
14 changed files with 42 additions and 61 deletions

View file

@ -265,7 +265,7 @@ void GLSceneDrawer::CreateScene()
ProcessAll.Clock();
// clip the scene and fill the drawlists
for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
for(unsigned i=0;i<glSectorPortals.Size(); i++) glSectorPortals[i]->glportal = NULL;
GLRenderer->gl_spriteindex=0;
Bsp.Clock();
GLRenderer->mVBO->Map();
@ -459,7 +459,7 @@ void GLSceneDrawer::RenderTranslucent()
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// viewpoint, including mirrors and skyboxes and other glSectorPortals
// It is assumed that the GLPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
@ -510,7 +510,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
gl_RenderState.ApplyMatrices();
}
// Handle all portals after rendering the opaque objects but before
// Handle all glSectorPortals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLPortal::EndFrame();