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[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.
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1 changed files with 2 additions and 1 deletions
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@ -271,6 +271,8 @@ SCR_UpdateScreen_legacy (transform_t camera, double realtime,
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void
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void
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SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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{
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{
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R_RunParticles (r_data->frametime);
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if (scr_skipupdate || !scr_initialized) {
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if (scr_skipupdate || !scr_initialized) {
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return;
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return;
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}
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}
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@ -308,7 +310,6 @@ SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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SCR_CalcRefdef ();
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SCR_CalcRefdef ();
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}
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}
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R_RunParticles (r_data->frametime);
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R_AnimateLight ();
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R_AnimateLight ();
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if (scr_scene && scr_scene->worldmodel) {
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if (scr_scene && scr_scene->worldmodel) {
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scr_scene->viewleaf = 0;
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scr_scene->viewleaf = 0;
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