Revision 0d437963
Added by danij almost 18 years ago
Files
- added
- modified
- copied
- renamed
- deleted
- doomsday
- engine
- data
- portable
- include
- mapdata.hs (diff)
- p_mapdata.h (diff)
- p_maptypes.h (diff)
- r_data.h (diff)
- r_shadow.h (diff)
- r_world.h (diff)
- rend_fakeradio.h (diff)
- rend_main.h (diff)
- src
- dam_main.c (diff)
- p_data.c (diff)
- r_main.c (diff)
- r_shadow.c (diff)
- r_world.c (diff)
- rend_dyn.c (diff)
- rend_fakeradio.c (diff)
- rend_main.c (diff)
- include
- engine
Revised R_InitLineNeighbors() to make use of vertex lineowners. In doing so, the majority of the visual fakeradio glitches when playing maps utilizing DOOM renderer hacks have been resolved (the old code was sometimes finding the wrong line neighbors). Is also noticeably quicker as we don't have to traverse all the lines in a sector for each vertex for each side, for each neighbor.
Fixed a bug in R_RationalizeSectors() which could result in an infinite loop in complex maps (e.g. bludwrks.wad).
Began changing the method used to support linked planes to a per-subsector (group) based design. Currently waiting on an algorithm to find the subsectors which have at least one seg belonging to linedefs detected in R_RationalizeSectors() and seperating into groups. Atm, subsectors of a sector are simply added to the same group.
Added cvar "rend-dev-surface-linked" for debug; temporarily disable the visual results of linked surfaces.
Various other minor tweaks/optimizations.