- store the wall render nodes as pointers, not as objects.
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
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5 changed files with 60 additions and 48 deletions
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@ -559,7 +559,8 @@ bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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bool masked = passflag == 2 && wall->gltexture->isMasked();
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int list = list_indices[masked][foggy];
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dldrawlists[list].AddWall(wall);
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auto newwall = dldrawlists[list].NewWall();
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*newwall = *wall;
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return true;
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}
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