- refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
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55 changed files with 386 additions and 326 deletions
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@ -480,7 +480,7 @@ void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palc
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void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
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{
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