- started cleanup of dependencies of the framebuffer class.
* made the portal state global, outside the framebuffer, because it is pure logic state without dependencies on the backend. * took the setup functions out of FDynLightData - there is no need to have them as members and they age game dependent.
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9872065fc6
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16 changed files with 46 additions and 36 deletions
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@ -62,7 +62,7 @@ void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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{
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state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CCW : Cull_CW);
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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state.mModelMatrix = objectToWorldMatrix;
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@ -86,7 +86,7 @@ void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == DefaultRenderStyle()))
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{
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state.SetCulling((mirrored ^ screen->mPortalState->isMirrored()) ? Cull_CW : Cull_CCW);
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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state.mModelMatrix = objectToWorldMatrix;
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