// ------------------------------------------------------------------------------------- // 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(); } }
// ------------------------------------------------------------------------------------- // 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(); } }
// ------------------------------------------------------------------------------------- // 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(); } }