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[gl,sw] Don't clear world's efrags on new scene
It seems this isn't needed any more (not sure why) as both glsl and vulkan are happy without it. Also unsure why moving to ECS made gl and sw change behavior regarding rendering the test models in my scene.
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2 changed files with 0 additions and 8 deletions
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@ -168,10 +168,6 @@ gl_R_NewScene (scene_t *scene)
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r_refdef.worldmodel = scene->worldmodel;
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r_refdef.worldmodel = scene->worldmodel;
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brush = &scene->worldmodel->brush;
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brush = &scene->worldmodel->brush;
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// clear out efrags in case the level hasn't been reloaded
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for (unsigned i = 0; i < brush->modleafs; i++)
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brush->leafs[i].efrags = NULL;
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// Force a vis update
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// Force a vis update
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R_MarkLeaves (0, 0, 0, 0);
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R_MarkLeaves (0, 0, 0, 0);
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@ -200,10 +200,6 @@ R_NewScene (scene_t *scene)
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r_refdef.registry = scene->reg;
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r_refdef.registry = scene->reg;
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r_refdef.worldmodel = worldmodel;
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r_refdef.worldmodel = worldmodel;
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// clear out efrags in case the level hasn't been reloaded
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for (unsigned i = 0; i < brush->modleafs; i++)
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brush->leafs[i].efrags = NULL;
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if (brush->skytexture)
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if (brush->skytexture)
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R_InitSky (brush->skytexture);
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R_InitSky (brush->skytexture);
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