Replace render globals with const
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@ -40,11 +40,11 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define N_EXTRA_OBJ_LISTS 50
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extern int Render_depth; //how many segments deep to render
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extern int Max_perspective_depth; // Deepest segment at which perspective extern interpolation will be used.
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static const unsigned Max_perspective_depth = 8; // Deepest segment at which perspective extern interpolation will be used.
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extern int Max_linear_depth; // Deepest segment at which linear extern interpolation will be used.
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extern int Max_linear_depth_objects;
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extern int Simple_model_threshhold_scale; // switch to simpler model when the object has depth greater than this value times its radius.
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extern int Max_debris_objects; // How many debris objects to create
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static const unsigned Simple_model_threshhold_scale = 50; // switch to simpler model when the object has depth greater than this value times its radius.
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static const unsigned Max_debris_objects = 15; // How many debris objects to create
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#ifdef OGL
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#define DETRIANGULATION 0
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@ -66,8 +66,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "compiler-range_for.h"
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#include "segiter.h"
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#define INITIAL_LOCAL_LIGHT (F1_0/4) // local light value in segment of occurence (of light emission)
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#ifdef EDITOR
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#include "editor/editor.h"
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#include "editor/esegment.h"
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@ -82,11 +80,8 @@ int Render_depth = MAX_RENDER_SEGS; //how many segments deep to render
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#else
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int Render_depth = 20; //how many segments deep to render
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#endif
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int Max_perspective_depth = 8; // Deepest segment at which perspective interpolation will be used.
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int Max_linear_depth = 50; // Deepest segment at which linear interpolation will be used.
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int Max_linear_depth_objects = 20;
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int Simple_model_threshhold_scale = 50; // switch to simpler model when the object has depth greater than this value times its radius.
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int Max_debris_objects = 15; // How many debris objects to create
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//used for checking if points have been rotated
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int Clear_window_color=-1;
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@ -122,13 +117,12 @@ int _search_mode = 0; //true if looking for curseg,side,face
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short _search_x,_search_y; //pixel we're looking at
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int found_seg,found_side,found_face,found_poly;
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#else
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#define _search_mode 0
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static const int _search_mode = 0;
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#endif
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#ifdef NDEBUG //if no debug code, set these vars to constants
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#define Outline_mode 0
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#define Show_only_curside 0
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static const int Outline_mode = 0, Show_only_curside = 0;
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#else
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@ -421,9 +415,9 @@ static void check_face(int segnum, int sidenum, int facenum, int nv, int *vp, in
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}
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#endif
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fix Tulate_min_dot = (F1_0/4);
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static const fix Tulate_min_dot = (F1_0/4);
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//--unused-- fix Tulate_min_ratio = (2*F1_0);
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fix Min_n0_n1_dot = (F1_0*15/16);
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static const fix Min_n0_n1_dot = (F1_0*15/16);
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// -----------------------------------------------------------------------------------
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// Render a side.
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@ -697,15 +691,15 @@ int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
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int no_migrate_segs=1,migrate_objects=1,behind_check=1;
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int check_window_check=0;
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#else
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#define draw_boxes 0
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#define window_check 1
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#define draw_edges 0
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#define new_seg_sorting 1
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#define pre_draw_segs 0
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#define no_migrate_segs 1
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#define migrate_objects 1
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#define behind_check 1
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#define check_window_check 0
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static const int draw_boxes = 0;
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static const int window_check = 1;
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static const int draw_edges = 0;
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static const int new_seg_sorting = 1;
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static const int pre_draw_segs = 0;
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static const int no_migrate_segs = 1;
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static const int migrate_objects = 1;
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static const int behind_check = 1;
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static const int check_window_check = 0;
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#endif
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//increment counter for checking if points rotated
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@ -856,8 +850,8 @@ static void render_segment(int segnum, int window_num)
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// --
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// -- }
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#define CROSS_WIDTH i2f(8)
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#define CROSS_HEIGHT i2f(8)
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static const fix CROSS_WIDTH = i2f(8);
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static const fix CROSS_HEIGHT = i2f(8);
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#ifndef NDEBUG
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