[renderer] Run particle update in renderer update

This has little effect on sw/gl/glsl, but makes it so the particle
system isn't run on the CPU (redundantly) for vulkan.
This commit is contained in:
Bill Currie 2023-01-19 12:39:26 +09:00
parent 42441e87d4
commit 9349a739db

View file

@ -271,6 +271,8 @@ SCR_UpdateScreen_legacy (transform_t camera, double realtime,
void void
SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs) SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
{ {
R_RunParticles (r_data->frametime);
if (scr_skipupdate || !scr_initialized) { if (scr_skipupdate || !scr_initialized) {
return; return;
} }
@ -308,7 +310,6 @@ SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
SCR_CalcRefdef (); SCR_CalcRefdef ();
} }
R_RunParticles (r_data->frametime);
R_AnimateLight (); R_AnimateLight ();
if (scr_scene && scr_scene->worldmodel) { if (scr_scene && scr_scene->worldmodel) {
scr_scene->viewleaf = 0; scr_scene->viewleaf = 0;