- Added new Scroll_Wall special to allow more control over wall scrolling.
Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. SVN r832 (trunk)
This commit is contained in:
parent
82a6d0b44c
commit
e77f83fbf6
29 changed files with 529 additions and 333 deletions
|
|
@ -462,9 +462,9 @@ void R_PrecacheLevel (void)
|
|||
|
||||
for (i = numsides - 1; i >= 0; i--)
|
||||
{
|
||||
hitlist[sides[i].toptexture] =
|
||||
hitlist[sides[i].midtexture] =
|
||||
hitlist[sides[i].bottomtexture] = 1;
|
||||
hitlist[sides[i].GetTexture(side_t::top)] =
|
||||
hitlist[sides[i].GetTexture(side_t::mid)] =
|
||||
hitlist[sides[i].GetTexture(side_t::bottom)] = 1;
|
||||
}
|
||||
|
||||
// Sky texture is always present.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue