- made the adjustments.
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2914cdc939
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f77c4642cb
10 changed files with 65 additions and 65 deletions
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@ -299,14 +299,14 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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if (sec->ceilingplane.isSlope()) return false;
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// Is the neighboring ceiling lower than the desired height?
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if (sec->GetPlaneTexZF(sector_t::ceiling) < Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) < Planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)];
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@ -357,14 +357,14 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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if (sec->floorplane.isSlope()) return false;
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// Is the neighboring floor higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::floor) > Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) > Planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZF(sector_t::floor) == Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) == Planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)];
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@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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if (sec->floorplane.isSlope()) return false;
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// Is the neighboring floor higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::floor) < Planez)
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if (sec->GetPlaneTexZ(sector_t::floor) < Planez)
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{
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// todo: check for missing textures.
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return false;
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@ -424,7 +424,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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// This is an exact height match which means we don't have to do any further checks for this sector
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// No texture checks though!
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if (sec->GetPlaneTexZF(sector_t::floor) == Planez) continue;
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if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue;
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}
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if (!DoFakeBridge(backsub, Planez)) return false;
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}
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@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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if (sec->ceilingplane.isSlope()) return false;
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// Is the neighboring ceiling higher than the desired height?
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if (sec->GetPlaneTexZF(sector_t::ceiling) > Planez)
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if (sec->GetPlaneTexZ(sector_t::ceiling) > Planez)
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{
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// todo: check for missing textures.
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return false;
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@ -477,7 +477,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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// This is an exact height match which means we don't have to do any further checks for this sector
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// No texture checks though!
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if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez) continue;
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if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue;
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}
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if (!DoFakeCeilingBridge(backsub, Planez)) return false;
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}
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@ -553,7 +553,7 @@ void FDrawInfo::HandleMissingTextures()
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false);
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float planez = (float)fakesector->GetPlaneTexZF(sector_t::ceiling);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
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backsub->validcount = validcount;
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if (DoFakeCeilingBridge(backsub, planez))
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@ -624,7 +624,7 @@ void FDrawInfo::HandleMissingTextures()
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false);
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float planez = (float)fakesector->GetPlaneTexZF(sector_t::floor);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
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backsub->validcount = validcount;
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if (DoFakeBridge(backsub, planez))
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@ -668,7 +668,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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// already done!
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (seg->frontsector->GetPlaneTexZF(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
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// FIXME: The check for degenerate subsectors should be more precise
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if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
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@ -690,7 +690,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
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if (seg->frontsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) continue; // out of sight
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if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight
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if (seg->backsector->transdoor) continue;
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if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
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if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue;
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@ -758,8 +758,8 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
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{
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// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
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// using such crap hacks is simply too small
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if (sub->render_sector->GetTexture(sector_t::floor)==backsub->render_sector->GetTexture(sector_t::floor) &&
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sub->render_sector->GetPlaneTexZ(sector_t::floor)==backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
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if (sub->render_sector->GetTexture(sector_t::floor) == backsub->render_sector->GetTexture(sector_t::floor) &&
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sub->render_sector->GetPlaneTexZ(sector_t::floor) == backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
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sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight())
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{
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continue;
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@ -797,10 +797,10 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZF(sector_t::floor) != anchor->GetPlaneTexZF(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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{
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if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZF(sector_t::floor)) inview = true;
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if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
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HandledSubsectors.Push(sub);
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}
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}
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@ -825,9 +825,9 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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else if (sub->render_sector == backsub->render_sector)
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{
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// Any anchor not within the original anchor's visplane terminates the processing.
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if (sub->render_sector->GetTexture(sector_t::floor)!=anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
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{
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return false;
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}
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@ -864,8 +864,8 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
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{
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// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
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// using such crap hacks is simply too small
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if (sub->render_sector->GetTexture(sector_t::ceiling)==backsub->render_sector->GetTexture(sector_t::ceiling) &&
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)==backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
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if (sub->render_sector->GetTexture(sector_t::ceiling) == backsub->render_sector->GetTexture(sector_t::ceiling) &&
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) == backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
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sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight())
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{
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continue;
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@ -898,11 +898,11 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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// Is not being rendererd so don't bother.
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if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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{
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HandledSubsectors.Push (sub);
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HandledSubsectors.Push(sub);
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}
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}
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@ -926,9 +926,9 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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else if (sub->render_sector == backsub->render_sector)
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{
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// Any anchor not within the original anchor's visplane terminates the processing.
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if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
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sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
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{
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return false;
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}
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