- create an intermediate structure between sectors and subsectors.

A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
This commit is contained in:
Christoph Oelckers 2018-11-04 16:47:45 +01:00
commit 49bfdbef9f
11 changed files with 1282 additions and 904 deletions

View file

@ -4055,6 +4055,8 @@ void P_SetupLevel (const char *lumpname, int position, bool newGame)
if (hasglnodes)
{
P_SetRenderSector();
FixMinisegReferences();
FixHoles();
}
bodyqueslot = 0;