Few small changes

might add slight perf improvements as there was some buffer swap stuff not needed
This commit is contained in:
Simon 2022-03-28 23:16:19 +01:00
parent e06ba21101
commit 12987c20b9
5 changed files with 19 additions and 14 deletions

View file

@ -1422,7 +1422,7 @@ int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
=============================================================
=============================================================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
void R_TransformModelToClip( const vec3_t src, const float *viewMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst );
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );

View file

@ -199,16 +199,16 @@ R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
void R_TransformModelToClip( const vec3_t src, const float *viewMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst ) {
int i;
for ( i = 0 ; i < 4 ; i++ ) {
eye[i] =
src[0] * modelMatrix[ i + 0 * 4 ] +
src[1] * modelMatrix[ i + 1 * 4 ] +
src[2] * modelMatrix[ i + 2 * 4 ] +
1 * modelMatrix[ i + 3 * 4 ];
src[0] * viewMatrix[ i + 0 * 4 ] +
src[1] * viewMatrix[ i + 1 * 4 ] +
src[2] * viewMatrix[ i + 2 * 4 ] +
1 * viewMatrix[ i + 3 * 4 ];
}
for ( i = 0 ; i < 4 ; i++ ) {

View file

@ -1388,6 +1388,7 @@ const void *RB_SwapBuffers( const void *data ) {
ri.Hunk_FreeTempMemory( stencilReadback );
}
#if 0
if (glRefConfig.framebufferObject)
{
if (!backEnd.framePostProcessed)
@ -1404,14 +1405,16 @@ const void *RB_SwapBuffers( const void *data ) {
}
}
}
#endif
if ( !glState.finishCalled ) {
if ( !glState.finishCalled )
{
qglFinish();
}
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
//GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
GLimp_EndFrame();
//GLimp_EndFrame();
backEnd.framePostProcessed = qfalse;
backEnd.projection2D = qfalse;

View file

@ -429,16 +429,16 @@ R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
void R_TransformModelToClip( const vec3_t src, const float *viewMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst ) {
int i;
for ( i = 0 ; i < 4 ; i++ ) {
eye[i] =
src[0] * modelMatrix[ i + 0 * 4 ] +
src[1] * modelMatrix[ i + 1 * 4 ] +
src[2] * modelMatrix[ i + 2 * 4 ] +
1 * modelMatrix[ i + 3 * 4 ];
src[0] * viewMatrix[ i + 0 * 4 ] +
src[1] * viewMatrix[ i + 1 * 4 ] +
src[2] * viewMatrix[ i + 2 * 4 ] +
1 * viewMatrix[ i + 3 * 4 ];
}
for ( i = 0 ; i < 4 ; i++ ) {

View file

@ -1106,6 +1106,7 @@ Responsible for doing a swapbuffers
*/
void GLimp_EndFrame( void )
{
#if 0
// don't flip if drawing to front buffer
if ( Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) != 0 )
{
@ -1144,4 +1145,5 @@ void GLimp_EndFrame( void )
r_fullscreen->modified = qfalse;
}
#endif
}