- Improve softpoly culling performance

This commit is contained in:
Magnus Norddahl 2017-09-10 16:29:57 +02:00
commit 4d671fb618
3 changed files with 32 additions and 17 deletions

View file

@ -213,9 +213,8 @@ void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, doub
if (level.nodes.Size() == 0)
{
subsector_t *sub = &level.subsectors[0];
auto it = Cull.SubsectorDepths.find(sub);
if (it != Cull.SubsectorDepths.end())
TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, 0.0f, 1.0f, StencilValue));
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, StencilValue));
}
else
{
@ -254,9 +253,8 @@ void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, doub
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
auto it = Cull.SubsectorDepths.find(sub);
if (it != Cull.SubsectorDepths.end())
TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, (float)t1, (float)t2, StencilValue));
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, StencilValue));
}
void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)