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

@ -239,13 +239,10 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
ClampHeight(vertices[1], vertices[2]);
}
TriUniforms uniforms;
uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
uniforms.flags = 0;
uniforms.subsectorDepth = SubsectorDepth;
PolyDrawArgs args;
args.uniforms = uniforms;
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = SubsectorDepth;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;