Browse Source

Realized we can include the UV offsets into the UVs stored in the preprocessed map file, so we don't need to add those at runtime. Easy performance win.

unrollquadloop
Nico de Poel 3 years ago
parent
commit
b43767ebb8
  1. BIN
      atlas-n64start.tim
  2. BIN
      test.ps1bsp
  3. 4
      world.c

BIN
atlas-n64start.tim

BIN
test.ps1bsp

4
world.c

@ -338,8 +338,8 @@ static void world_drawface(const world_t *world, const ps1bsp_face_t *face)
{ {
const ps1bsp_vertex_t *vert = &world->vertices[faceVertex->index]; const ps1bsp_vertex_t *vert = &world->vertices[faceVertex->index];
*((SVECTOR*)curVec) = *((SVECTOR*)vert); *((SVECTOR*)curVec) = *((SVECTOR*)vert);
curVec->u = (u_short)faceVertex->u + faceTexture->uoffs;
curVec->v = (u_short)faceVertex->v + faceTexture->voffs;
curVec->u = (u_short)faceVertex->u;
curVec->v = (u_short)faceVertex->v;
curVec->pad = faceVertex->light; curVec->pad = faceVertex->light;
} }

Loading…
Cancel
Save