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Fix rendering HUD with r_lockSurfaces 1
only override cmd->viewDef in RB_DrawView() if we're drawing the primary view (which for several calculations before actual drawing was set to the saved/locked render view) Note that r_lockSurfaces is more useful with r_useScissor 0 (otherwise there's black bars over the screen when moving) and r_shadows 0 (otherwise areas that weren't visible when locking are black because the lights there are skipped) remaining bug: gui surfaces move around the screen when looking around
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1 changed files with 5 additions and 1 deletions
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@ -856,7 +856,11 @@ void RB_DrawView( const void *data ) {
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cmd = (const drawSurfsCommand_t *)data;
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if(r_lockSurfaces.GetBool()) {
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// with r_lockSurfaces enabled, we set the locked render view
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// for the primary viewDef for all the "what should be drawn" calculations.
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// now it must be reverted to the real render view so the scene gets rendered
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// from the actual current players point of view
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if(r_lockSurfaces.GetBool() && tr.primaryView == cmd->viewDef) {
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//viewDef = &tr.lockSurfacesRealViewDef;
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//const viewDef_t origParms = *backEnd.viewDef;
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viewDef_t* parms = cmd->viewDef;
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