- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
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9 changed files with 57 additions and 49 deletions
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@ -1539,6 +1539,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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topflat=frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because
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bottomflat=frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy.
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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// Save a little time (up to 0.3 ms per frame ;) )
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if (frontsector->floorplane.a | frontsector->floorplane.b)
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@ -1775,6 +1777,8 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
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topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures
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bottomflat = frontsector->GetTexture(sector_t::floor);
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);
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