示例#1
0
//==========================================================================
//
// 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();
}
示例#2
0
void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector)
{
	GLSprite glsprite;
	glsprite.Process(thing, sector);
}
示例#3
0
void FGLRenderer::ProcessSprite(AActor *thing, sector_t *sector, bool thruportal)
{
	GLSprite glsprite;
	glsprite.Process(thing, sector, thruportal);
}