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Revised method for texturing planes. Rather than aligning to the worl…
…d grid, subsector planes are now textured using the bbox of the subsector to derive the s, t tex coords. This allows for all world surfaces to be textured using the same algorithms by using an conceptual quad for mapping. Rewrote dynlight projection to use a unified, 3D dimensional method which is used on all world surfaces. Also improved memory management for dynlight link lists to reduce per-frame overhead somewhat. Rewrote the surface decoration plotting to use a unified method which is used on all world surfaces. Added world surface normal drawer for debug purposes. Added lumobj_t drawer for debug purposes. Fixed logic bug in RL_AddPoly which was resulted in dynlights for a lit poly not being drawn rarely. Fixed bug in the surface decoration plotting which used the surface normal incorrectly when applying the decoration elevation offset. Fixed bug in GL_PrepareMaterial2 which meant that all types of particle generator were cross-referenced with the surface material name, even if not a surface generator. Renamed P_PointOnLineSide to P_PointOnLinedefSide and added a new P_PointOnLineSide whose input is a point on the line, line x/y deltas and the point to be tested. cvar rend-glow-fog-bright replaced with rend-light-fog-bright which is used universally on all lights when fog is enabled.
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danij
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Jul 21, 2008
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