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[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.
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5 changed files with 1 additions and 4 deletions
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@ -280,7 +280,6 @@ void
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gl_R_ClearState (void)
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gl_R_ClearState (void)
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{
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{
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r_refdef.worldmodel = 0;
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearDlights ();
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R_ClearParticles ();
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R_ClearParticles ();
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}
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}
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@ -219,7 +219,6 @@ void
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glsl_R_ClearState (void)
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glsl_R_ClearState (void)
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{
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{
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r_refdef.worldmodel = 0;
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearDlights ();
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R_ClearParticles ();
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R_ClearParticles ();
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}
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}
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@ -472,6 +472,7 @@ SCR_NewScene (scene_t *scene)
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{
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{
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if (scr_scene) {
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if (scr_scene) {
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ECS_RemoveEntities (scr_scene->reg, scene_visibility);
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ECS_RemoveEntities (scr_scene->reg, scene_visibility);
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R_ClearEfrags ();
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}
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}
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scr_scene = scene;
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scr_scene = scene;
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if (scene) {
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if (scene) {
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@ -694,7 +694,6 @@ void
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R_ClearState (void)
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R_ClearState (void)
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{
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{
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r_refdef.worldmodel = 0;
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearDlights ();
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R_ClearParticles ();
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R_ClearParticles ();
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}
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}
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@ -117,7 +117,6 @@ vulkan_R_ClearState (void)
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{
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{
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QFV_DeviceWaitIdle (vulkan_ctx->device);
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QFV_DeviceWaitIdle (vulkan_ctx->device);
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r_refdef.worldmodel = 0;
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearDlights ();
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R_ClearParticles ();
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R_ClearParticles ();
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Vulkan_LoadLights (0, vulkan_ctx);
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Vulkan_LoadLights (0, vulkan_ctx);
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