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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-21 12:49:10 +00:00
Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
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@ -405,7 +405,7 @@ hsBool plDrawableSpans::IBoundsInvalid(const hsBounds3Ext& bnd) const
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int i;
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for( i = 0; i < 3; i++ )
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{
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const hsScalar kLimit(1.e5f);
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const float kLimit(1.e5f);
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if( bnd.GetMaxs()[i] > kLimit )
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return true;
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@ -1512,7 +1512,7 @@ hsGMaterial* plDrawableSpans::GetSubMaterial(int index) const
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}
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// return true if span invisible before minDist and/or after maxDist
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hsBool plDrawableSpans::GetSubVisDists(int index, hsScalar& minDist, hsScalar& maxDist) const
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hsBool plDrawableSpans::GetSubVisDists(int index, float& minDist, float& maxDist) const
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{
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return (minDist = fSpans[index]->GetMinDist()) < (maxDist = fSpans[index]->GetMaxDist());
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}
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@ -1540,7 +1540,7 @@ void plDrawableSpans::SortSpan( uint32_t index, plPipeline *pipe )
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uint32_t numTris;
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int i;
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hsMatrix44 w2cMatrix = pipe->GetWorldToCamera() * pipe->GetLocalToWorld();
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hsScalar dist;
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float dist;
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ICheckSpanForSortable(index);
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@ -1566,7 +1566,7 @@ void plDrawableSpans::SortSpan( uint32_t index, plPipeline *pipe )
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plProfile_BeginLap(FaceSort, "1");
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hsVector3 vec(w2cMatrix.fMap[2][0], w2cMatrix.fMap[2][1], w2cMatrix.fMap[2][2]);
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hsScalar trans = w2cMatrix.fMap[2][3];
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float trans = w2cMatrix.fMap[2][3];
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// Fill out the radix sort elements with our data
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for( i = 0; i < numTris; i++ )
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@ -1720,7 +1720,7 @@ void plDrawableSpans::SortVisibleSpans(const hsTArray<int16_t>& visList, plPipel
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int j;
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for( j = 0; j < nTris; j++ )
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{
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hsScalar dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
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float dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
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elem[cnt].fKey.fFloat = dist;
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elem[cnt].fBody = &list[j];
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elem[cnt].fNext = elem + cnt + 1;
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@ -1919,7 +1919,7 @@ void plDrawableSpans::SortVisibleSpans(const hsTArray<int16_t>& visList, plPipel
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int j;
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for( j = 0; j < nTris; j++ )
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{
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hsScalar dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
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float dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
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elem[cnt].fKey.fFloat = dist;
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elem[cnt].fBody = &list[j];
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elem[cnt].fNext = elem + cnt + 1;
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@ -2113,7 +2113,7 @@ void plDrawableSpans::SortVisibleSpansUnit(const hsTArray<int16_t>& visList, plP
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uint16_t fIndex0;
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uint16_t fIndex1;
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uint16_t fIndex2;
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hsScalar fDist;
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float fDist;
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};
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static hsLargeArray<sortFace> sortList;
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@ -2126,7 +2126,7 @@ void plDrawableSpans::SortVisibleSpansUnit(const hsTArray<int16_t>& visList, plP
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};
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hsPoint3 viewPos = fSpans[visList[0]]->fWorldToLocal * pipe->GetViewPositionWorld();
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hsScalar dist1 = (fViewPos - face1->fCenter).MagnitudeSquared();
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float dist1 = (fViewPos - face1->fCenter).MagnitudeSquared();
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// First figure out the total number of tris to deal with.
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sortList.SetCount(0);
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