Always access args.uniforms directly instead of first creating a TriUniforms variable
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5 changed files with 33 additions and 46 deletions
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@ -50,15 +50,12 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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objectToClip = worldToClip * objectToWorld;
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TriUniforms uniforms;
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
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args.objectToClip = &objectToClip;
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args.stenciltestvalue = 255;
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args.stencilwritevalue = 255;
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