- Replaced the vector math routines with the ones I developed for the FP code.

SVN r454 (trunk)
This commit is contained in:
Randy Heit 2007-01-19 02:00:39 +00:00
commit 47c401f4ec
20 changed files with 2201 additions and 1317 deletions

View file

@ -121,7 +121,7 @@ short spanend[MAXHEIGHT];
BYTE *tiltlighting[MAXWIDTH];
int planeshade;
vec3_t plane_sz, plane_su, plane_sv;
FVector3 plane_sz, plane_su, plane_sv;
float planelightfloat;
bool plane_shade;
fixed_t pviewx, pviewy;
@ -1446,7 +1446,7 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool masked)
float xscale, yscale;
fixed_t ixscale, iyscale;
angle_t ang;
vec3_t p, m, n;
FVector3 p, m, n;
fixed_t zeroheight;
if (alpha <= 0)
@ -1503,21 +1503,21 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool masked)
viewx + MulScale16 (ixscale, finesine[ang]),
viewy + MulScale16 (ixscale, finecosine[ang])) - zeroheight);
CrossProduct (p, m, plane_su);
CrossProduct (p, n, plane_sv);
CrossProduct (m, n, plane_sz);
plane_su = p ^ m;
plane_sv = p ^ n;
plane_sz = m ^ n;
plane_su[2] *= FocalLengthXfloat;
plane_sv[2] *= FocalLengthXfloat;
plane_sz[2] *= FocalLengthXfloat;
plane_su.Z *= FocalLengthXfloat;
plane_sv.Z *= FocalLengthXfloat;
plane_sz.Z *= FocalLengthXfloat;
plane_su[1] *= iyaspectmulfloat;
plane_sv[1] *= iyaspectmulfloat;
plane_sz[1] *= iyaspectmulfloat;
plane_su.Y *= iyaspectmulfloat;
plane_sv.Y *= iyaspectmulfloat;
plane_sz.Y *= iyaspectmulfloat;
// Premultiply the texture vectors with the scale factors
VectorScale2 (plane_su, 4294967296.f);
VectorScale2 (plane_sv, 4294967296.f);
plane_su *= 4294967296.f;
plane_sv *= 4294967296.f;
if (MirrorFlags & RF_XFLIP)
{