- 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.
This commit is contained in:
Christoph Oelckers 2018-04-15 14:24:43 +02:00
commit e8eb8dd596
5 changed files with 60 additions and 48 deletions

View file

@ -559,7 +559,8 @@ bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
bool masked = passflag == 2 && wall->gltexture->isMasked();
int list = list_indices[masked][foggy];
dldrawlists[list].AddWall(wall);
auto newwall = dldrawlists[list].NewWall();
*newwall = *wall;
return true;
}