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Small optimization

This commit is contained in:
Miloslav Číž 2018-09-16 17:23:57 +02:00
parent 0caeb1c1ac
commit a4492a3656

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@ -1000,8 +1000,10 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\ Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
wallLength = wallLength != 0 ? wallLength : 1;\ wallLength = wallLength != 0 ? wallLength : 1;\
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) inc (-1);\ Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) inc (-1);\
Unit coordStep = UNITS_PER_SQUARE / wallLength;\ Unit coordStep = COMPUTE_WALL_TEXCOORDS ? \
p.texCoords.y = wallPosition * coordStep;\ UNITS_PER_SQUARE / wallLength : 1;\
p.texCoords.y = COMPUTE_WALL_TEXCOORDS ?\
wallPosition * coordStep : 0;\
if (coordStep < MIN_TEXTURE_STEP) /* two versions of the loop */ \ if (coordStep < MIN_TEXTURE_STEP) /* two versions of the loop */ \
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\ for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
{ /* more expensive texture coord computing */\ { /* more expensive texture coord computing */\