Revision 8a2c8edc
Added by danij about 17 years ago
Cleaned up how all varieties of vissprite are managed with respect to lighting:
- Lumobjs affecting models, sprites and psprites are now selected and lit using the same generalized routines.
- Plane glows are now fully integrated into the dynlight management as another type of lumobj (currently one per glowing subsector plane).
- The number of lights affecting each (p)sprite can now be specified with the cvar "rend-sprite-lights".
- Parametrized Rend_RenderSprite, Rend_DrawPSprite and Rend_RenderMaskedWall (TODO: Replace the data section of vissprite_t with a union the new parameter structs and get rid of the various setupXYZParamsForVisSprite routines).
- SIGSEGV in the decorlight code caused by improperly initialized planes.
- Indice/vertex allocation mixup in rend_list.c which resulted in acquiring more memory than actually needed.
- All visible psprites should be drawn fullbright if any of them should be (see chaingun muzzle flash).
Files
- added
- modified
- copied
- renamed
- deleted
- doomsday
- engine
- api
- data
- portable
- include
- m_misc.h (diff)
- r_data.h (diff)
- r_things.h (diff)
- r_util.h (diff)
- rend_dyn.h (diff)
- rend_main.h (diff)
- rend_model.h (diff)
- rend_sprite.h (diff)
- src
- b_class.c (diff)
- m_misc.c (diff)
- r_things.c (diff)
- r_util.c (diff)
- r_world.c (diff)
- rend_decor.c (diff)
- rend_dyn.c (diff)
- rend_halo.c (diff)
- rend_list.c (diff)
- rend_main.c (diff)
- rend_model.c (diff)
- rend_particle.c (diff)
- rend_sprite.c (diff)
- sys_direc.c (diff)
- ui_panel.c (diff)
- include
- engine