Simplify draw_tmap interpolation
Prior changes removed most of what made the switch branches distinct. Capitalize on that to combine identical code paths.
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@ -847,47 +847,19 @@ void draw_tmap(grs_canvas &canvas, const grs_bitmap &rbp, uint_fast32_t nverts,
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Lighting_enabled = Lighting_on;
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// Now, call my texture mapper.
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if (Lighting_on) {
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switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
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case 0: // choose best interpolation
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if (Current_seg_depth > Max_perspective_depth)
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ntexture_map_lighted_linear(*bp, Tmap1);
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else
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ntexture_map_lighted(*bp, Tmap1);
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break;
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case 1: // linear interpolation
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ntexture_map_lighted_linear(*bp, Tmap1);
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break;
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else
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case 2: // perspective every 8th pixel interpolation
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ntexture_map_lighted(*bp, Tmap1);
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break;
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case 3: // perspective every pixel interpolation
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ntexture_map_lighted(*bp, Tmap1);
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break;
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default:
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Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
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}
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} else {
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switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
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case 0: // choose best interpolation
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if (Current_seg_depth > Max_perspective_depth)
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ntexture_map_lighted_linear(*bp, Tmap1);
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else
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ntexture_map_lighted(*bp, Tmap1);
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break;
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case 1: // linear interpolation
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ntexture_map_lighted_linear(*bp, Tmap1);
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break;
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case 2: // perspective every 8th pixel interpolation
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ntexture_map_lighted(*bp, Tmap1);
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break;
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case 3: // perspective every pixel interpolation
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ntexture_map_lighted(*bp, Tmap1);
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break;
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default:
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Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
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}
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}
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Lighting_on = lighting_on_save;
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