- no, we do not want to use global variables to pass parameters around...

This commit is contained in:
Christoph Oelckers 2018-04-02 18:13:18 +02:00
commit 5d94af913a
6 changed files with 14 additions and 14 deletions

View file

@ -54,8 +54,6 @@
CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
extern int modellightindex;
VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
{
VSMatrix objectToWorldMatrix;
@ -359,9 +357,9 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame
//
//===========================================================================
void gl_RenderModel(GLSprite * spr)
void gl_RenderModel(GLSprite * spr, int mli)
{
FGLModelRenderer renderer;
FGLModelRenderer renderer(mli);
renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor);
}
@ -371,8 +369,8 @@ void gl_RenderModel(GLSprite * spr)
//
//===========================================================================
void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY, int mli)
{
FGLModelRenderer renderer;
FGLModelRenderer renderer(mli);
renderer.RenderHUDModel(psp, ofsX, ofsY);
}