Esempio n. 1
0
void GLDrawInfo::DrawUnhandledMissingTextures()
{
	if (!(gl.flags&RFL_NOSTENCIL))	// needs a stencil to work!
	{
		// Set the drawing mode
		gl.DepthMask(false);							// don't write to Z-buffer!
		gl_EnableFog(true);
		gl.AlphaFunc(GL_GEQUAL,0.5f);
		gl.BlendFunc(GL_ONE,GL_ZERO);

		validcount++;
		for(int i=MissingUpperSegs.Size()-1; i>=0; i--)
		{
			int index = MissingUpperSegs[i].MTI_Index;
			if (index>=0 && MissingUpperTextures[index].seg==NULL) continue;

			seg_t * seg = MissingUpperSegs[i].seg;

			// already done!
			if (seg->linedef->validcount==validcount) continue;		// already done
			seg->linedef->validcount=validcount;
			if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < viewz) continue;	// out of sight
			//if (seg->frontsector->ceilingpic==skyflatnum) continue;

			// FIXME: The check for degenerate subsectors should be more precise
			if (seg->PartnerSeg && seg->PartnerSeg->Subsector->degenerate) continue;
			if (seg->backsector->transdoor) continue;
			if (seg->backsector->GetTexture(sector_t::ceiling)==skyflatnum) continue;
			if (seg->backsector->CeilingSkyBox && seg->backsector->CeilingSkyBox->bAlways) continue;

			if (!gl_notexturefill) FloodUpperGap(seg);
		}

		validcount++;
		for(int i=MissingLowerSegs.Size()-1; i>=0; i--)
		{
			int index = MissingLowerSegs[i].MTI_Index;
			if (index>=0 && MissingLowerTextures[index].seg==NULL) continue;

			seg_t * seg = MissingLowerSegs[i].seg;

			// already done!
			if (seg->linedef->validcount==validcount) continue;		// already done
			seg->linedef->validcount=validcount;
			if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
			if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > viewz) continue;	// out of sight
			if (seg->backsector->transdoor) continue;
			if (seg->backsector->GetTexture(sector_t::floor)==skyflatnum) continue;
			if (seg->backsector->FloorSkyBox && seg->backsector->FloorSkyBox->bAlways) continue;

			if (!gl_notexturefill) FloodLowerGap(seg);
		}
	}
	MissingUpperTextures.Clear();
	MissingLowerTextures.Clear();
	MissingUpperSegs.Clear();
	MissingLowerSegs.Clear();

	gl.DepthMask(true);
}
Esempio n. 2
0
void FDrawInfo::DrawUnhandledMissingTextures()
{
    validcount++;
    for(int i=MissingUpperSegs.Size()-1; i>=0; i--)
    {
        int index = MissingUpperSegs[i].MTI_Index;
        if (index>=0 && MissingUpperTextures[index].seg==NULL) continue;

        seg_t * seg = MissingUpperSegs[i].seg;

        // already done!
        if (seg->linedef->validcount==validcount) continue;		// already done
        seg->linedef->validcount=validcount;
        if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < viewz) continue;	// out of sight
        //if (seg->frontsector->ceilingpic==skyflatnum) continue;

        // FIXME: The check for degenerate subsectors should be more precise
        if (seg->PartnerSeg && seg->PartnerSeg->Subsector->degenerate) continue;
        if (seg->backsector->transdoor) continue;
        if (seg->backsector->GetTexture(sector_t::ceiling)==skyflatnum) continue;
        if (seg->backsector->CeilingSkyBox && seg->backsector->CeilingSkyBox->bAlways) continue;

        if (!glset.notexturefill) FloodUpperGap(seg);
    }

    validcount++;
    for(int i=MissingLowerSegs.Size()-1; i>=0; i--)
    {
        int index = MissingLowerSegs[i].MTI_Index;
        if (index>=0 && MissingLowerTextures[index].seg==NULL) continue;

        seg_t * seg = MissingLowerSegs[i].seg;

        // already done!
        if (seg->linedef->validcount==validcount) continue;		// already done
        seg->linedef->validcount=validcount;
        if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
        if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > viewz) continue;	// out of sight
        if (seg->backsector->transdoor) continue;
        if (seg->backsector->GetTexture(sector_t::floor)==skyflatnum) continue;
        if (seg->backsector->FloorSkyBox && seg->backsector->FloorSkyBox->bAlways) continue;

        if (!glset.notexturefill) FloodLowerGap(seg);
    }
    MissingUpperTextures.Clear();
    MissingLowerTextures.Clear();
    MissingUpperSegs.Clear();
    MissingLowerSegs.Clear();

}