Fixed several annoyances with halo render + unified render (bug 1989+2382)
- Maximum faces/halos per pixel was 500, which wasn't correctly applied in all cases, causing errors in AA - Moved maximum up to 1000 now - made halos become clipped away from filling in buffers when behind a solid face. That saves a lot of rendertime! Unified remains weak with halos...
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@@ -71,7 +71,6 @@ RE_APixstrExt *addpseA(void);
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* Add an object to a zbuffer entry.
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*/
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void insertObject(int teller,
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/* int opaque, */
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int obindex,
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int obtype,
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int dist,
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