Always access args.uniforms directly instead of first creating a TriUniforms variable

This commit is contained in:
Magnus Norddahl 2016-11-26 07:35:04 +01:00
commit 70181f4146
5 changed files with 33 additions and 46 deletions

View file

@ -50,15 +50,12 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
objectToClip = worldToClip * objectToWorld;
TriUniforms uniforms;
uniforms.light = 256;
uniforms.flags = 0;
uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
int rc = mRows + 1;
PolyDrawArgs args;
args.uniforms = uniforms;
args.uniforms.light = 256;
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
args.objectToClip = &objectToClip;
args.stenciltestvalue = 255;
args.stencilwritevalue = 255;