[renderer] Move call to R_ClearEfrags to SCR_NewScene

Probably more such should be moved, but efrags is on my mind. There's no
need for the call to be spread through all the renderers.
This commit is contained in:
Bill Currie 2022-11-17 22:10:04 +09:00
parent 06f410b0b6
commit b1d7bad2e3
5 changed files with 1 additions and 4 deletions

View file

@ -280,7 +280,6 @@ void
gl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}

View file

@ -219,7 +219,6 @@ void
glsl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}

View file

@ -472,6 +472,7 @@ SCR_NewScene (scene_t *scene)
{
if (scr_scene) {
ECS_RemoveEntities (scr_scene->reg, scene_visibility);
R_ClearEfrags ();
}
scr_scene = scene;
if (scene) {

View file

@ -694,7 +694,6 @@ void
R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}

View file

@ -117,7 +117,6 @@ vulkan_R_ClearState (void)
{
QFV_DeviceWaitIdle (vulkan_ctx->device);
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
Vulkan_LoadLights (0, vulkan_ctx);