- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.
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23 changed files with 170 additions and 162 deletions
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@ -74,10 +74,8 @@ EXTERN_CVAR(Int, gl_texture_hqresize_targets)
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namespace swrenderer
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{
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void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ttex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
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void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
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{
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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auto viewport = thread->Viewport.get();
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const double thingxscalemul = spriteScale.X / tex->GetScale().X;
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@ -92,8 +90,8 @@ namespace swrenderer
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return;
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// [RH] Added scaling
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int scaled_to = tex->GetScaledTopOffsetSW();
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int scaled_bo = scaled_to - tex->GetScaledHeight();
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double scaled_to = tex->GetScaledTopOffsetSW();
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double scaled_bo = scaled_to - tex->GetScaledHeight();
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double gzt = pos.Z + spriteScale.Y * scaled_to;
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double gzb = pos.Z + spriteScale.Y * scaled_bo;
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