Propagate for variables in common/texmap/ntmap.cpp
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@ -161,7 +161,6 @@ int succmod(int val,int modulus)
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// -------------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------------
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void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *bottom_y_ind)
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void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *bottom_y_ind)
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{
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{
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int i;
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int min_y,max_y;
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int min_y,max_y;
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int min_y_ind;
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int min_y_ind;
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int original_vrt;
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int original_vrt;
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@ -174,7 +173,7 @@ void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *
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min_x = f2i(t->verts[0].x2d);
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min_x = f2i(t->verts[0].x2d);
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*bottom_y_ind = 0;
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*bottom_y_ind = 0;
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for (i=1; i<t->nv; i++) {
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for (int i=1; i<t->nv; i++) {
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if (f2i(t->verts[i].y2d) < min_y) {
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if (f2i(t->verts[i].y2d) < min_y) {
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min_y = f2i(t->verts[i].y2d);
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min_y = f2i(t->verts[i].y2d);
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min_y_ind = i;
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min_y_ind = i;
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@ -390,7 +389,7 @@ static void ntmap_scanline_lighted(grs_bitmap *srcb, int y, fix xleft, fix xrigh
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static void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
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static void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
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{
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{
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int topy,boty,y, dy;
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int topy,boty,dy;
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fix dx_dy_left,dx_dy_right;
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fix dx_dy_left,dx_dy_right;
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fix du_dy_left,du_dy_right;
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fix du_dy_left,du_dy_right;
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fix dv_dy_left,dv_dy_right;
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fix dv_dy_left,dv_dy_right;
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@ -463,7 +462,7 @@ static void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
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next_break_left = f2i(v3d[vlb].y2d);
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next_break_left = f2i(v3d[vlb].y2d);
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next_break_right = f2i(v3d[vrb].y2d);
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next_break_right = f2i(v3d[vrb].y2d);
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for (y = topy; y < boty; y++) {
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for (int y = topy; y < boty; y++) {
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// See if we have reached the end of the current left edge, and if so, set
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// See if we have reached the end of the current left edge, and if so, set
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// new values for dx_dy and x,u,v
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// new values for dx_dy and x,u,v
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@ -651,7 +650,7 @@ static void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fi
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void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
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void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
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{
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{
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int topy,boty,y, dy;
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int topy,boty,dy;
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fix dx_dy_left,dx_dy_right;
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fix dx_dy_left,dx_dy_right;
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fix du_dy_left,du_dy_right;
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fix du_dy_left,du_dy_right;
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fix dv_dy_left,dv_dy_right;
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fix dv_dy_left,dv_dy_right;
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@ -720,7 +719,7 @@ void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
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next_break_left = f2i(v3d[vlb].y2d);
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next_break_left = f2i(v3d[vlb].y2d);
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next_break_right = f2i(v3d[vrb].y2d);
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next_break_right = f2i(v3d[vrb].y2d);
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for (y = topy; y < boty; y++) {
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for (int y = topy; y < boty; y++) {
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// See if we have reached the end of the current left edge, and if so, set
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// See if we have reached the end of the current left edge, and if so, set
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// new values for dx_dy and x,u,v
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// new values for dx_dy and x,u,v
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@ -815,8 +814,6 @@ void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
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// -------------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------------
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void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
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void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
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{
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{
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int i;
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// These variables are used in system which renders texture maps which lie on one scanline as a line.
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// These variables are used in system which renders texture maps which lie on one scanline as a line.
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// fix div_numerator;
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// fix div_numerator;
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int lighting_on_save = Lighting_on;
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int lighting_on_save = Lighting_on;
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@ -849,7 +846,7 @@ void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
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// div_numerator = DivNum; //f1_0*3;
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// div_numerator = DivNum; //f1_0*3;
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for (i=0; i<nverts; i++) {
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for (int i=0; i<nverts; i++) {
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g3ds_vertex *tvp = &Tmap1.verts[i];
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g3ds_vertex *tvp = &Tmap1.verts[i];
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g3s_point *vp = vertbuf[i];
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g3s_point *vp = vertbuf[i];
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