- Software* + OpenGL support
- *Not supported: R_DrawColumnShadowed_8
- This has something to do with walls and FOF lights.
However, I don't see an easy code solution and I don't
know how to even test this.
- Avoid iterating displayplayers to find view number and
prefer R_GetViewNumber.
- Iterate over all matching displayplayers if necessary,
instead of stopping at the first match.
This can effectively award the performance of a thok
barrier automatically, for walls that completely fill the
screen vertically. (Not pegged midtextures.)
Prep for creating a third variant. Control flow is largely
the same between these two leveraging if constexpr seems
appropriate.
Also splits the crunch goto label away into a new function
called R_CrunchWallSegment.