- remove TriVertex::NumVaryings as this did not help on readability at all

This commit is contained in:
Magnus Norddahl 2017-03-28 10:52:19 +02:00
commit d15def7d41
12 changed files with 155 additions and 176 deletions

View file

@ -230,14 +230,14 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &c
if (tex)
{
PolyWallTextureCoords texcoords(tex, LineSeg, Line, Side, Texpart, TopZ, BottomZ, UnpeggedCeil);
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
vertices[0].u = (float)texcoords.u1;
vertices[0].v = (float)texcoords.v1;
vertices[1].u = (float)texcoords.u2;
vertices[1].v = (float)texcoords.v1;
vertices[2].u = (float)texcoords.u2;
vertices[2].v = (float)texcoords.v2;
vertices[3].u = (float)texcoords.u1;
vertices[3].v = (float)texcoords.v2;
}
// Masked walls clamp to the 0-1 range (no texture repeat)
@ -294,8 +294,8 @@ void RenderPolyWall::ClampHeight(TriVertex &v1, TriVertex &v2)
{
float top = v1.z;
float bottom = v2.z;
float texv1 = v1.varying[1];
float texv2 = v2.varying[1];
float texv1 = v1.v;
float texv2 = v2.v;
float delta = (texv2 - texv1);
float t1 = texv1 < 0.0f ? -texv1 / delta : 0.0f;
@ -304,10 +304,10 @@ void RenderPolyWall::ClampHeight(TriVertex &v1, TriVertex &v2)
float inv_t2 = 1.0f - t2;
v1.z = top * inv_t1 + bottom * t1;
v1.varying[1] = texv1 * inv_t1 + texv2 * t1;
v1.v = texv1 * inv_t1 + texv2 * t1;
v2.z = top * inv_t2 + bottom * t2;
v2.varying[1] = texv1 * inv_t2 + texv2 * t2;
v2.v = texv1 * inv_t2 + texv2 * t2;
}
FTexture *RenderPolyWall::GetTexture()