- 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.
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6 changed files with 106 additions and 104 deletions
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@ -526,6 +526,7 @@ bool GLFlat::PutFlatCompat(bool fog)
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddFlat(this);
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return true;
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}
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@ -559,14 +560,14 @@ void GLWall::RenderFogBoundaryCompat()
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glDepthFunc(GL_LEQUAL);
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glColor4f(fc[0], fc[1], fc[2], fogd1);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(lolft.u, lolft.v);
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glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v);
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glVertex3f(glseg.x1, zbottom[0], glseg.y1);
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glTexCoord2f(uplft.u, uplft.v);
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glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v);
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glVertex3f(glseg.x1, ztop[0], glseg.y1);
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glColor4f(fc[0], fc[1], fc[2], fogd2);
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glTexCoord2f(uprgt.u, uprgt.v);
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glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v);
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glVertex3f(glseg.x2, ztop[1], glseg.y2);
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glTexCoord2f(lorgt.u, lorgt.v);
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glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v);
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glVertex3f(glseg.x2, zbottom[1], glseg.y2);
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glEnd();
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glDepthFunc(GL_LESS);
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