Dont draw sectorstack atm

This commit is contained in:
Magnus Norddahl 2024-09-01 23:01:39 +02:00
commit 4ba0b47665
4 changed files with 11 additions and 6 deletions

View file

@ -35,7 +35,6 @@ void Mesh::Draw(FRenderState& renderstate)
origState.applyData.RenderStyle = renderstate.mRenderStyle;
origState.applyData.SpecialEffect = renderstate.mSpecialEffect;
origState.applyData.TextureEnabled = renderstate.mTextureEnabled;
origState.applyData.AlphaThreshold = renderstate.mSurfaceUniforms.uAlphaThreshold;
origState.applyData.FogEnabled = renderstate.mFogEnabled;
origState.applyData.BrightmapEnabled = renderstate.mBrightmapEnabled;
origState.applyData.TextureClamp = renderstate.mTextureClamp;

View file

@ -63,7 +63,6 @@ void MeshBuilder::Apply()
state.applyData.RenderStyle = mRenderStyle;
state.applyData.SpecialEffect = mSpecialEffect;
state.applyData.TextureEnabled = mTextureEnabled;
state.applyData.AlphaThreshold = mSurfaceUniforms.uAlphaThreshold;
state.applyData.DepthFunc = mDepthFunc;
state.applyData.FogEnabled = mFogEnabled;
state.applyData.FogColor = (mFogColor & 0xffffff) == 0;

View file

@ -12,7 +12,6 @@ struct MeshApplyData
FRenderStyle RenderStyle;
int SpecialEffect;
int TextureEnabled;
float AlphaThreshold;
int DepthFunc;
int FogEnabled;
int FogColor;

View file

@ -446,13 +446,21 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
state.SetDepthMask(false);
state.EnableTexture(false);
state.SetEffect(EFF_PORTAL);
if (!gl_portals)
state.SetColorMask(true); // For debugging where the query is
for (HWWall* wall : portals)
{
state.BeginQuery();
wall->MakeVertices(state, false);
wall->RenderWall(state, HWWall::RWF_BLANK);
wall->vertcount = 0;
// sector portals not handled yet by PutWallPortal
if (wall->portaltype != PORTALTYPE_SECTORSTACK)
{
wall->MakeVertices(state, false);
wall->RenderWall(state, HWWall::RWF_BLANK);
wall->vertcount = 0;
}
state.EndQuery();
}