Example #1
0
// -------------------------------------------------------------------------------------
//	Texture map current scanline.
//	Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates
// -------------------------------------------------------------------------------------
void tmap_scanline_flat(int y, fix xleft, fix xright)
{
	if (xright < xleft)
		return;

	// setup to call assembler scanline renderer

	fx_y = y;
	fx_xleft = xleft/F1_0;		// (xleft >> 16) != xleft/F1_0 for negative numbers, f2i caused random crashes
	fx_xright = xright/F1_0;

	if ( grd_curcanv->cv_fade_level >= GR_FADE_OFF )
		cur_tmap_scanline_flat();
	else	{
		tmap_flat_shade_value = grd_curcanv->cv_fade_level;
		cur_tmap_scanline_shaded();
	}	
}
Example #2
0
File: tmapflat.c Project: btb/d1x
// -------------------------------------------------------------------------------------
//	Texture map current scanline.
//	Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates
// -------------------------------------------------------------------------------------
void tmap_scanline_flat(int y, fix xleft, fix xright)
{
	if (xright < xleft)
		return;

	// setup to call assembler scanline renderer

	fx_y = y;
	fx_xleft = f2i(xleft);
	fx_xright = f2i(xright);

	if ( Gr_scanline_darkening_level >= GR_FADE_LEVELS )
		cur_tmap_scanline_flat();
	else	{
		tmap_flat_shade_value = Gr_scanline_darkening_level;
		cur_tmap_scanline_shaded();
	}	
}
Example #3
0
// -------------------------------------------------------------------------------------
//	Texture map current scanline.
//	Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates
// -------------------------------------------------------------------------------------
void tmap_scanline_flat(int y, fix xleft, fix xright)
{
	if (xright < xleft)
		return;

	// setup to call assembler scanline renderer

	fx_y = y;
	fx_xleft = f2i(xleft);
	fx_xright = f2i(xright);

	if ( gameStates.render.grAlpha >= GR_ACTUAL_FADE_LEVELS )
		cur_tmap_scanline_flat();
	else	{
		tmap_flat_shadeValue = gameStates.render.grAlpha;
		cur_tmap_scanline_shaded();
	}	
}