This removes the opengl specific seg adjustment
We dont use polyvertex´s anymore but instead just convert seg vertex coordinates to float at map start
Only special case are polyobjects, they need to be handled in their own way
This should speed up levelload and runtime performance a bit and slightly reduce memory usage aswell
So far i couldnt see any visual differences or regressions, but definitely needs further testing
The orginal purpose of those were:
The gl renderer precalculates plane polygons at levelstart, while trying to fix holes and map issues
Since those may differ slightly from the "original" planes, the "segs" were to be adjusted to fit them
This removes the opengl specific seg adjustment
We dont use polyvertex´s anymore but instead just convert seg vertex coordinates to float at map start
Only special case are polyobjects, they need to be handled in their own way
This should speed up levelload and runtime performance a bit and slightly reduce memory usage aswell
So far i couldnt see any visual differences or regressions, but definitely needs further testing
The orginal purpose of those were:
The gl renderer precalculates plane polygons at levelstart, while trying to fix holes and map issues
Since those may differ slightly from the "original" planes, the "segs" were to be adjusted to fit them
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This removes the opengl specific seg adjustment
We dont use polyvertex´s anymore but instead just convert seg vertex coordinates to float at map start
Only special case are polyobjects, they need to be handled in their own way
This should speed up levelload and runtime performance a bit and slightly reduce memory usage aswell
So far i couldnt see any visual differences or regressions, but definitely needs further testing
The orginal purpose of those were:
The gl renderer precalculates plane polygons at levelstart, while trying to fix holes and map issues
Since those may differ slightly from the "original" planes, the "segs" were to be adjusted to fit them
Been noticing some things which i need to recheck idk why i cant mark this as draft anymore lel
Well after rechecking didnt seem to be any difference with this, so guess we just see if anyone notices something on release with this