- moved the subsectors into FLevelLocals.
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parent
59b684bdbc
commit
f201dab534
28 changed files with 280 additions and 295 deletions
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@ -426,7 +426,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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if (!(currentmapsection[sub->mapsection>>3] & (1 << (sub->mapsection & 7)))) return;
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if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect.
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if (gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN)
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if (gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN)
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{
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// This means that we have reached a subsector in a portal that has been marked 'seen'
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// from the other side of the portal. This means we must clear the clipper for the
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@ -460,7 +460,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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{
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SetupSprite.Clock();
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for (i = ParticlesInSubsec[uint32_t(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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for (i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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GLSprite sprite(this);
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sprite.ProcessParticle(&Particles[i], fakesector);
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@ -516,7 +516,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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SetupFlat.Unclock();
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}
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// mark subsector as processed - but mark for rendering only if it has an actual area.
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gl_drawinfo->ss_renderflags[sub-subsectors] =
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gl_drawinfo->ss_renderflags[sub->Index()] =
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(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
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if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub);
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@ -556,7 +556,7 @@ void GLSceneDrawer::RenderBSPNode (void *node)
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{
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if (numnodes == 0)
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{
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DoSubsector (subsectors);
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DoSubsector (&level.subsectors[0]);
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return;
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}
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while (!((size_t)node & 1)) // Keep going until found a subsector
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