diff --git a/common/include/texmap.h b/common/include/texmap.h index 7562fca3e..27231e85f 100644 --- a/common/include/texmap.h +++ b/common/include/texmap.h @@ -95,8 +95,6 @@ extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t); extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t); extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t); -extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t); - #ifndef OGL // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible // (ie, avoids cracking) edge/delta computation. diff --git a/common/texmap/ntmap.cpp b/common/texmap/ntmap.cpp index 356fb5101..4c2cafa1e 100644 --- a/common/texmap/ntmap.cpp +++ b/common/texmap/ntmap.cpp @@ -555,7 +555,7 @@ static void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t) // ------------------------------------------------------------------------------------- // Texture map current scanline using linear interpolation. // ------------------------------------------------------------------------------------- -static void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix lleft, fix lright) +static void ntmap_scanline_lighted_linear(const grs_bitmap &srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix lleft, fix lright) { fix dx,recip_dx,du_dx,dv_dx,dl_dx; @@ -576,7 +576,7 @@ static void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fi fx_y = y; fx_xright = f2i(xright); fx_xleft = f2i(xleft); - pixptr = srcb->bm_data; + pixptr = srcb.bm_data; switch (Lighting_enabled) { case 0: @@ -638,7 +638,7 @@ static void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fi // ------------------------------------------------------------------------------------- // Render a texture map with lighting using perspective interpolation in inner and outer loops. // ------------------------------------------------------------------------------------- -void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t) +static void ntexture_map_lighted_linear(const grs_bitmap &srcb, g3ds_tmap *t) { int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom int topy,boty,dy; @@ -866,13 +866,13 @@ void draw_tmap(grs_bitmap *bp,int nverts,const g3s_point *const *vertbuf) case 0: // choose best interpolation per2_flag = 1; if (Current_seg_depth > Max_perspective_depth) - ntexture_map_lighted_linear(bp, &Tmap1); + ntexture_map_lighted_linear(*bp, &Tmap1); else ntexture_map_lighted(bp, &Tmap1); break; case 1: // linear interpolation per2_flag = 1; - ntexture_map_lighted_linear(bp, &Tmap1); + ntexture_map_lighted_linear(*bp, &Tmap1); break; case 2: // perspective every 8th pixel interpolation per2_flag = 1; @@ -890,13 +890,13 @@ void draw_tmap(grs_bitmap *bp,int nverts,const g3s_point *const *vertbuf) case 0: // choose best interpolation per2_flag = 1; if (Current_seg_depth > Max_perspective_depth) - ntexture_map_lighted_linear(bp, &Tmap1); + ntexture_map_lighted_linear(*bp, &Tmap1); else ntexture_map_lighted(bp, &Tmap1); break; case 1: // linear interpolation per2_flag = 1; - ntexture_map_lighted_linear(bp, &Tmap1); + ntexture_map_lighted_linear(*bp, &Tmap1); break; case 2: // perspective every 8th pixel interpolation per2_flag = 1;