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[gl] Move clearing to screen's render frame
This allows 2d-only to be cleared properly.
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88c9517629
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2 changed files with 11 additions and 11 deletions
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@ -449,15 +449,6 @@ R_SetupGL (void)
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qfglShadeModel (GL_FLAT);
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qfglShadeModel (GL_FLAT);
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}
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}
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static void
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R_Clear (void)
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{
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if (gl_clear->int_val)
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qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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qfglClear (GL_DEPTH_BUFFER_BIT);
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}
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static void
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static void
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R_RenderScene (void)
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R_RenderScene (void)
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{
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{
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@ -580,8 +571,6 @@ R_RenderView_ (void)
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gl_mirror = false;
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gl_mirror = false;
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R_Clear ();
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// render normal view
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// render normal view
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R_RenderScene ();
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R_RenderScene ();
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@ -190,6 +190,15 @@ SCR_TileClear (void)
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}
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}
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}
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}
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static void
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R_Clear (void)
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{
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if (gl_clear->int_val)
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qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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qfglClear (GL_DEPTH_BUFFER_BIT);
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}
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void
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void
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gl_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
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gl_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
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{
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{
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@ -207,6 +216,8 @@ gl_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
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//update in sw modes but must in gl mode
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//update in sw modes but must in gl mode
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vr_data.scr_copyeverything = 1;
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vr_data.scr_copyeverything = 1;
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R_Clear ();
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begun = 1;
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begun = 1;
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if (r_speeds->int_val) {
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if (r_speeds->int_val) {
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