ref: 6170976e6aab9a3747d08cef1b6ae3e36557227f
parent: e9f91c57f02a38b84516721fdd95b2d6e84a01dd
author: Juan Lopez <juanantonio.lopez@gameloft.com>
date: Wed Aug 23 04:24:22 EDT 2023
Avoid rendering more than once those track sections in tracks with alternative paths.
--- a/src/wipeout/track.c
+++ b/src/wipeout/track.c
@@ -271,28 +271,14 @@
vec3_t cam_pos = camera->position;
section_t *s = g.track.sections;
- section_t *j = NULL;
- do {
+ for(int32_t i = 0; i < g.track.section_count; ++i, ++s)
+ {
vec3_t d = vec3_sub(cam_pos, s->center);
float dist_sq = d.x * d.x + d.y * d.y + d.z * d.z;
if (dist_sq < max_dist_sq) {
track_draw_section(s);
}
-
- if (s->junction) { // start junction
- j = s->junction;
- do {
- vec3_t d = vec3_sub(cam_pos, j->center);
- float dist_sq = d.x * d.x + d.y * d.y + d.z * d.z;
- if (dist_sq < max_dist_sq) {
- track_draw_section(j);
- }
- j = j->next;
- } while (!j->junction); // end junction
- }
- s = s->next;
- } while (s != g.track.sections);
-
+ }
}
void track_cycle_pickups() {