Always access args.uniforms directly instead of first creating a TriUniforms variable
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62188d1ea5
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5 changed files with 33 additions and 46 deletions
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@ -239,13 +239,10 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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ClampHeight(vertices[1], vertices[2]);
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}
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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uniforms.flags = 0;
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uniforms.subsectorDepth = SubsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = SubsectorDepth;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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