- moved gl_fixedcolormap into GLSceneDrawer.

This means that one of the most extensively used global variables is gone.
This commit is contained in:
Christoph Oelckers 2017-03-12 21:57:39 +01:00
commit 4c61048278
24 changed files with 184 additions and 199 deletions

View file

@ -361,55 +361,6 @@ void FGLRenderer::Begin2D()
//
//===========================================================================
void FGLRenderer::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector)
{
GLWall wall;
wall.ProcessLowerMiniseg(seg, frontsector, backsector);
rendered_lines++;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector, bool thruportal)
{
GLSprite glsprite;
glsprite.Process(thing, sector, thruportal);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::ProcessParticle(particle_t *part, sector_t *sector)
{
GLSprite glsprite;
glsprite.ProcessParticle(part, sector);//, 0, 0);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::ProcessSector(sector_t *fakesector)
{
GLFlat glflat;
glflat.ProcessSector(fakesector);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::FlushTextures()
{
FMaterial::FlushAll();