- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.

This commit is contained in:
Christoph Oelckers 2014-05-10 17:09:43 +02:00
commit b09405a8bd
9 changed files with 57 additions and 49 deletions

View file

@ -1539,6 +1539,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
topflat=frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because
bottomflat=frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy.
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
// Save a little time (up to 0.3 ms per frame ;) )
if (frontsector->floorplane.a | frontsector->floorplane.b)
@ -1775,6 +1777,8 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures
bottomflat = frontsector->GetTexture(sector_t::floor);
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);