- renamed the texture coord variables in GLWall.

It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
This commit is contained in:
Christoph Oelckers 2016-05-05 11:48:39 +02:00
commit 2b92048a5b
6 changed files with 106 additions and 104 deletions

View file

@ -526,6 +526,7 @@ bool GLFlat::PutFlatCompat(bool fog)
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
}
gl_drawinfo->dldrawlists[list].AddFlat(this);
return true;
}
@ -559,14 +560,14 @@ void GLWall::RenderFogBoundaryCompat()
glDepthFunc(GL_LEQUAL);
glColor4f(fc[0], fc[1], fc[2], fogd1);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(lolft.u, lolft.v);
glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v);
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
glTexCoord2f(uplft.u, uplft.v);
glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v);
glVertex3f(glseg.x1, ztop[0], glseg.y1);
glColor4f(fc[0], fc[1], fc[2], fogd2);
glTexCoord2f(uprgt.u, uprgt.v);
glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v);
glVertex3f(glseg.x2, ztop[1], glseg.y2);
glTexCoord2f(lorgt.u, lorgt.v);
glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v);
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
glEnd();
glDepthFunc(GL_LESS);