Renders all the objects/viseffects/walls we have in our postrender list
| 231 | |
| 232 | // Renders all the objects/viseffects/walls we have in our postrender list |
| 233 | void PostRender(int roomnum) { |
| 234 | g3_GetViewPosition(&Viewer_eye); |
| 235 | g3_GetUnscaledMatrix(&Viewer_orient); |
| 236 | |
| 237 | Viewer_roomnum = roomnum; |
| 238 | |
| 239 | int i, index; |
| 240 | // Sort the objects |
| 241 | SortPostrenders(); |
| 242 | // qsort(Postrender_list,Num_postrenders,sizeof(*Postrender_list),(int (cdecl *)(const void*,const |
| 243 | // void*))Postrender_sort_func); |
| 244 | |
| 245 | for (i = Num_postrenders - 1; i >= 0; i--) { |
| 246 | |
| 247 | if (Postrender_list[i].type == PRT_VISEFFECT) { |
| 248 | index = Postrender_list[i].visnum; |
| 249 | DrawVisEffect(&VisEffects[index]); |
| 250 | } else if (Postrender_list[i].type == PRT_OBJECT) { |
| 251 | object *objp = &Objects[Postrender_list[i].objnum]; |
| 252 | |
| 253 | if (!OBJECT_OUTSIDE(&Objects[Postrender_list[i].objnum])) |
| 254 | SetupPostrenderRoom(&Rooms[Objects[Postrender_list[i].objnum].roomnum]); |
| 255 | RenderObject(objp); |
| 256 | } else { |
| 257 | // Do room face |
| 258 | DrawPostrenderFace(Postrender_list[i].roomnum, Postrender_list[i].facenum); |
| 259 | } |
| 260 | } |
| 261 | Num_postrenders = 0; |
| 262 | rend_SetFogState(0); |
| 263 | RenderLightGlows(); |
| 264 | } |
no test coverage detected