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[renderer] Make draw order a little more consistent
GL and GLSL were drawing the view model after particles instead of before. For GL, this is likely due to avoiding fog affecting the view model (which I think is not the right thing to do), and GLSL due to copying GL (because I had no idea at the time). This makes the two renderers consistent with the software renderers, and might even speed things up a little as that's one less set of blends to do when the particles are covered by the view model (I don't expect much difference).
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ae6970a005
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2 changed files with 5 additions and 6 deletions
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@ -448,20 +448,19 @@ R_RenderScene (void)
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gl_R_SetupFrame ();
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R_SetupGL ();
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gl_Fog_EnableGFog ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_PushDlights (vec3_origin);
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gl_R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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gl_R_RenderDlights ();
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gl_R_DrawWaterSurfaces ();
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R_DrawViewModel ();
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gl_R_DrawParticles ();
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gl_Fog_DisableGFog ();
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R_DrawViewModel ();
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if (R_TestErrors (0))
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R_DisplayErrors ();
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R_ClearErrors ();
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@ -217,15 +217,15 @@ glsl_R_RenderView (void)
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glsl_R_DrawWaterSurfaces ();
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if (speeds)
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t[7] = Sys_DoubleTime ();
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glsl_R_DrawParticles ();
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R_DrawViewModel ();
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if (speeds)
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t[8] = Sys_DoubleTime ();
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R_DrawViewModel ();
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glsl_R_DrawParticles ();
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if (speeds)
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t[9] = Sys_DoubleTime ();
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if (speeds) {
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Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
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" sky: %g, ents: %g, water: %g, part: %g, view: %g\n",
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" sky: %g, ents: %g, water: %g, view: %g, part: %g\n",
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(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
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(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
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(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
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