Pass update_rendered_data arg by &
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@ -33,6 +33,8 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "segnum.h"
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#include "fwdvalptridx.h"
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struct window_rendered_data;
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extern int Render_depth; //how many segments deep to render
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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 unsigned Max_linear_depth; // Deepest segment at which linear extern interpolation will be used.
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@ -111,7 +113,7 @@ static inline g3s_codes rotate_list(const array<T, N> &a)
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void render_mine(segnum_t start_seg_num, fix eye_offset, int window_num);
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#if defined(DXX_BUILD_DESCENT_II)
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extern void update_rendered_data(int window_num, vobjptr_t viewer, int rear_view_flag);
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void update_rendered_data(window_rendered_data &window, vobjptr_t viewer, int rear_view_flag);
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#endif
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#endif
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@ -594,7 +594,7 @@ void game_render_frame_mono()
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Viewer = Guided_missile[Player_num];
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update_rendered_data(0, Viewer, 0);
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update_rendered_data(Window_rendered_data[0], Viewer, 0);
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render_frame(0, 0);
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wake_up_rendered_objects(Viewer, 0);
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@ -624,7 +624,7 @@ void game_render_frame_mono()
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BigWindowSwitch=0;
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return;
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}
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update_rendered_data(0, Viewer, Rear_view);
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update_rendered_data(Window_rendered_data[0], Viewer, Rear_view);
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#endif
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render_frame(0, 0);
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}
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@ -3178,7 +3178,7 @@ void do_cockpit_window_view(int win,const objptridx_t viewer,int rear_view_flag,
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return;
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}
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update_rendered_data(win+1, viewer, rear_view_flag);
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update_rendered_data(Window_rendered_data[win+1], viewer, rear_view_flag);
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weapon_box_user[win] = user; //say who's using window
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@ -725,7 +725,7 @@ static void project_list(array<int, 8> &pointnumlist)
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// -----------------------------------------------------------------------------------
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#if !defined(OGL)
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static void render_segment(segnum_t segnum, int window_num)
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static void render_segment(segnum_t segnum)
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{
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segment *seg = &Segments[segnum];
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int sn;
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@ -1321,18 +1321,17 @@ void render_frame(fix eye_offset, int window_num)
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static int first_terminal_seg;
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#if defined(DXX_BUILD_DESCENT_II)
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void update_rendered_data(int window_num, const vobjptr_t viewer, int rear_view_flag)
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void update_rendered_data(window_rendered_data &window, const vobjptr_t viewer, int rear_view_flag)
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{
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Assert(window_num < MAX_RENDERED_WINDOWS);
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Window_rendered_data[window_num].time = timer_query();
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Window_rendered_data[window_num].viewer = viewer;
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Window_rendered_data[window_num].rear_view = rear_view_flag;
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window.time = timer_query();
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window.viewer = viewer;
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window.rear_view = rear_view_flag;
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}
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#endif
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//build a list of segments to be rendered
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//fills in Render_list & N_render_segs
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static void build_segment_list(render_state_t &rstate, visited_twobit_array_t &visited, short start_seg_num, int window_num)
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static void build_segment_list(render_state_t &rstate, visited_twobit_array_t &visited, short start_seg_num)
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{
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int lcnt,scnt,ecnt;
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int l;
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@ -1550,7 +1549,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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else
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#endif
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//NOTE LINK TO ABOVE!!
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build_segment_list(rstate, visited, start_seg_num, window_num); //fills in Render_list & N_render_segs
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build_segment_list(rstate, visited, start_seg_num); //fills in Render_list & N_render_segs
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//render away
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#ifndef NDEBUG
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@ -1620,7 +1619,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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Window_clip_bot = rw.bot;
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}
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render_segment(segnum, window_num);
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render_segment(segnum);
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visited[segnum]=3;
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{ //reset for objects
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