//========================================================================== // // R_RenderThings // //========================================================================== static inline void RenderThings(subsector_t * sub, sector_t * sector) { GLSprite glsprite; SetupSprite.Clock(); sector_t * sec=sub->sector; // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. // Thus we check whether it was already added. if (sec->thinglist != NULL && sec->validcount != validcount) { // Well, now it will be done. sec->validcount = validcount; // Handle all things in sector. for (AActor * thing = sec->thinglist; thing; thing = thing->snext) { glsprite.Process(thing, sector); } } SetupSprite.Unclock(); }
void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector) { GLSprite glsprite; glsprite.Process(thing, sector); }
void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector, bool thruportal) { GLSprite glsprite; glsprite.Process(thing, sector, thruportal); }