Pass canvas to g3_check_and_draw_tmap
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@ -250,16 +250,16 @@ static inline void g3_check_and_draw_poly(const array<cg3s_point *, 3> &pointlis
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}
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template <std::size_t N>
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static inline void g3_check_and_draw_tmap(unsigned nv, const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
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static inline void g3_check_and_draw_tmap(grs_canvas &canvas, unsigned nv, const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
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{
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if (do_facing_check(pointlist))
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g3_draw_tmap(*grd_curcanv, nv, pointlist, uvl_list, light_rgb, bm);
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g3_draw_tmap(canvas, nv, pointlist, uvl_list, light_rgb, bm);
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}
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template <std::size_t N>
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static inline void g3_check_and_draw_tmap(const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
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static inline void g3_check_and_draw_tmap(grs_canvas &canvas, const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
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{
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g3_check_and_draw_tmap(N, pointlist, uvl_list, light_rgb, bm);
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g3_check_and_draw_tmap(canvas, N, pointlist, uvl_list, light_rgb, bm);
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}
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//draws a line. takes two points.
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@ -86,7 +86,7 @@ static void draw_cell(int i,int j,g3s_point *p0,g3s_point *p1,g3s_point *p2,g3s_
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uvl_list1[1].u = (i)*f1_0/4; uvl_list1[1].v = (j+1)*f1_0/4;
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uvl_list1[2].u = (i+1)*f1_0/4; uvl_list1[2].v = (j)*f1_0/4;
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g3_check_and_draw_tmap(pointlist,uvl_list1,lrgb_list1,*terrain_bm);
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g3_check_and_draw_tmap(*grd_curcanv, pointlist, uvl_list1, lrgb_list1, *terrain_bm);
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if (terrain_outline) {
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int lsave=Lighting_on;
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Lighting_on=0;
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@ -108,7 +108,7 @@ static void draw_cell(int i,int j,g3s_point *p0,g3s_point *p1,g3s_point *p2,g3s_
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uvl_list2[1].u = (i+1)*f1_0/4; uvl_list2[1].v = (j+1)*f1_0/4;
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uvl_list2[2].u = (i+1)*f1_0/4; uvl_list2[2].v = (j)*f1_0/4;
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g3_check_and_draw_tmap(pointlist,uvl_list2,lrgb_list2,*terrain_bm);
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g3_check_and_draw_tmap(*grd_curcanv, pointlist, uvl_list2, lrgb_list2, *terrain_bm);
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if (terrain_outline) {
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int lsave=Lighting_on;
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Lighting_on=0;
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