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STJr
SRB2
Commits
382ed1c3
Commit
382ed1c3
authored
4 years ago
by
Hannu Hanhi
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Remove leftover commented code from previous commit
parent
23e02d17
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1 merge request
!1201
NPO2 span function optimization
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1 changed file
src/r_draw8_npo2.c
+0
-58
0 additions, 58 deletions
src/r_draw8_npo2.c
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58 deletions
src/r_draw8_npo2.c
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58
View file @
382ed1c3
...
...
@@ -58,18 +58,6 @@ void R_DrawSpan_NPO2_8 (void)
while
(
count
--
&&
dest
<=
deststop
)
{
/* fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
...
...
@@ -735,17 +723,6 @@ void R_DrawSplat_NPO2_8 (void)
while
(
count
--
&&
dest
<=
deststop
)
{
/* fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
...
...
@@ -814,18 +791,6 @@ void R_DrawTranslucentSplat_NPO2_8 (void)
while
(
count
--
&&
dest
<=
deststop
)
{
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
...
...
@@ -894,18 +859,6 @@ void R_DrawTranslucentSpan_NPO2_8 (void)
while
(
count
--
&&
dest
<=
deststop
)
{
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
...
...
@@ -972,17 +925,6 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
while
(
count
--
&&
dest
<=
deststop
)
{
/*fixed_t x = (xposition >> FRACBITS);
fixed_t y = (yposition >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;*/
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
...
...
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