Change RenderTranslucentPass to be a singleton
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8b0304c1e3
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34f85569b4
8 changed files with 31 additions and 20 deletions
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@ -236,11 +236,13 @@ namespace swrenderer
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uint32_t fracstepx = PARTICLE_TEXTURE_SIZE * FRACUNIT / countbase;
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uint32_t fracposx = fracstepx / 2;
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RenderTranslucentPass *translucentPass = RenderTranslucentPass::Instance();
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if (r_swtruecolor)
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
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if (translucentPass->ClipSpriteColumnWithPortals(x, vis))
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continue;
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uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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@ -250,7 +252,7 @@ namespace swrenderer
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
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if (translucentPass->ClipSpriteColumnWithPortals(x, vis))
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continue;
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uint8_t *dest = ylookup[yl] + x + dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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