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Remove near clamping (useless)

This commit is contained in:
Miloslav Číž 2019-06-02 13:15:24 +02:00
parent 246cb2a8cc
commit 8d710ee3c7

View file

@ -128,15 +128,6 @@
#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution. #define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
#endif #endif
#ifndef S3L_NEAR_CLAMPING
#define S3L_NEAR_CLAMPING 0 /**< Whether to use depth clamping for the near
plane. Only works with S3L_COMPUTE_DEPTH
enabled! This may be a bit slower, but can
prevent errorneous rendering in specific
cases and is closer to traditional 3D
engines. */
#endif
#ifndef S3L_STRICT_NEAR_CULLING #ifndef S3L_STRICT_NEAR_CULLING
#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially #define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
intersects the near plane will be culled. intersects the near plane will be culled.
@ -145,10 +136,6 @@
the camera disappear. */ the camera disappear. */
#endif #endif
#if S3L_STRICT_NEAR_CULLING
#define S3L_NEAR_CLAMPING 0 // This would be useless.
#endif
#ifndef S3L_FLAT #ifndef S3L_FLAT
#define S3L_FLAT 0 /**< If on, disables computation of per-pixel #define S3L_FLAT 0 /**< If on, disables computation of per-pixel
values such as barycentric coordinates and values such as barycentric coordinates and
@ -1605,11 +1592,6 @@ void S3L_drawTriangle(
p.depth = S3L_getFastLerpValue(depthFLS); p.depth = S3L_getFastLerpValue(depthFLS);
S3L_stepFastLerp(depthFLS); S3L_stepFastLerp(depthFLS);
#endif #endif
#if S3L_NEAR_CLAMPING
if (p.depth < S3L_NEAR)
continue;
#endif
#endif #endif
#if S3L_Z_BUFFER #if S3L_Z_BUFFER