[vulkan] Clear the entity queues

bsp_draw_queue isn't the right place, but it's just place-holder code to
help get the rest of the renderers up and running before I tackle bsp
rendering. Fixes the segfault in demo1 when the zombies get gibbed,
resulting in zombie entities.
This commit is contained in:
Bill Currie 2023-06-23 18:12:54 +09:00
parent e4df35ac48
commit dbe00c3dfa

View file

@ -1379,6 +1379,7 @@ bsp_draw_queue (const exprval_t **params, exprval_t *result, exprctx_t *ectx)
//bctx->main_pass.entid_data = bframe->entid_data;
//bctx->main_pass.entid_count = 0;
EntQueue_Clear (r_ent_queue);
clear_queues (bctx, &bctx->main_pass); // do this first for water and skys
entity_t worldent = nullentity;
int world_id = Vulkan_Scene_AddEntity (ctx, worldent);