- some code cleanup.

This commit is contained in:
Christoph Oelckers 2014-08-23 18:54:24 +02:00
commit 904cc2e158
5 changed files with 9 additions and 305 deletions

View file

@ -186,20 +186,9 @@ static void AddLine (seg_t *seg)
{
SetupWall.Clock();
//if (!gl_multithreading)
{
GLWall wall;
wall.sub = currentsubsector;
wall.Process(seg, currentsector, backsector);
}
/*
else
{
FJob *job = new FGLJobProcessWall(currentsubsector, seg,
currentsector->sectornum, backsector != NULL? backsector->sectornum : -1);
GLRenderer->mThreadManager->AddJob(job);
}
*/
GLWall wall;
wall.sub = currentsubsector;
wall.Process(seg, currentsector, backsector);
rendered_lines++;
SetupWall.Unclock();
@ -341,21 +330,11 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
sector_t * sec=sub->sector;
if (sec->thinglist != NULL)
{
//if (!gl_multithreading)
// Handle all things in sector.
for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
{
// Handle all things in sector.
for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
{
GLRenderer->ProcessSprite(thing, sector);
}
GLRenderer->ProcessSprite(thing, sector);
}
/*
else if (sec->thinglist != NULL)
{
FJob *job = new FGLJobProcessSprites(sector);
GLRenderer->mThreadManager->AddJob(job);
}
*/
}
SetupSprite.Unclock();
}
@ -416,20 +395,10 @@ static void DoSubsector(subsector_t * sub)
{
SetupSprite.Clock();
//if (!gl_multithreading)
for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
{
for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
{
GLRenderer->ProcessParticle(&Particles[i], fakesector);
}
GLRenderer->ProcessParticle(&Particles[i], fakesector);
}
/*
else if (ParticlesInSubsec[DWORD(sub-subsectors)] != NO_PARTICLE)
{
FJob job = new FGLJobProcessParticles(sub);
GLRenderer->mThreadManager->AddJob(job);
}
*/
SetupSprite.Unclock();
}
@ -476,17 +445,7 @@ static void DoSubsector(subsector_t * sub)
srf |= SSRF_PROCESSED;
SetupFlat.Clock();
//if (!gl_multithreading)
{
GLRenderer->ProcessSector(fakesector);
}
/*
else
{
FJob *job = new FGLJobProcessFlats(sub);
GLRenderer->mThreadManager->AddJob(job);
}
*/
GLRenderer->ProcessSector(fakesector);
SetupFlat.Unclock();
}
// mark subsector as processed - but mark for rendering only if it has an actual area.