- remove use of builtin texture matrices.

- make matrix class single precision.
This commit is contained in:
Christoph Oelckers 2014-07-13 20:41:20 +02:00
commit dbb05c5f33
14 changed files with 198 additions and 175 deletions

View file

@ -1083,10 +1083,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
float fviewy = FIXED2FLOAT(viewy);
float fviewz = FIXED2FLOAT(viewz);
gl_SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
@ -1113,11 +1112,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
gl_RenderState.EnableTextureMatrix(false);
}
//==========================================================================