- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
This commit is contained in:
parent
887d35d559
commit
978ace241c
31 changed files with 154 additions and 507 deletions
|
|
@ -626,7 +626,6 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
|
|||
const FState *curState,
|
||||
const int curTics,
|
||||
const PClass *ti,
|
||||
int cm,
|
||||
Matrix3x4 *normaltransform,
|
||||
int translation)
|
||||
{
|
||||
|
|
@ -684,14 +683,14 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
|
|||
if (mdl!=NULL)
|
||||
{
|
||||
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
|
||||
mdl->RenderFrameInterpolated(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, cm, translation);
|
||||
mdl->RenderFrameInterpolated(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
|
||||
else
|
||||
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], cm, translation);
|
||||
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], translation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gl_RenderModel(GLSprite * spr, int cm)
|
||||
void gl_RenderModel(GLSprite * spr)
|
||||
{
|
||||
FSpriteModelFrame * smf = spr->modelframe;
|
||||
|
||||
|
|
@ -808,11 +807,11 @@ void gl_RenderModel(GLSprite * spr, int cm)
|
|||
if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch);
|
||||
if (angle != 0) NormalTransform.Rotate(0,1,0, angle);
|
||||
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, &ModelToWorld, &NormalTransform, translation );
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), &ModelToWorld, &NormalTransform, translation );
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, NULL, translation );
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
|
||||
|
||||
if (!gl.hasGLSL())
|
||||
{
|
||||
|
|
@ -840,7 +839,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy, int cm)
|
||||
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy)
|
||||
{
|
||||
AActor * playermo=players[consoleplayer].camera;
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
|
||||
|
|
@ -883,7 +882,7 @@ void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy, int cm)
|
|||
glRotatef(smf->pitchoffset, 0, 0, 1);
|
||||
glRotatef(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), cm, NULL, 0 );
|
||||
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), NULL, 0 );
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue