soft: set current frame before use worldentity

This commit is contained in:
Denis Pauk 2021-09-20 13:41:10 +03:00
parent 7576d2d300
commit 11bb96401f
1 changed files with 9 additions and 4 deletions

View File

@ -1298,7 +1298,7 @@ static void
RE_RenderFrame (refdef_t *fd)
{
r_newrefdef = *fd;
entity_t r_worldentity;
entity_t ent;
if (!r_worldmodel && !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) )
{
@ -1339,9 +1339,14 @@ RE_RenderFrame (refdef_t *fd)
// For each dlight_t* passed via r_newrefdef.dlights, mark polygons affected by a light.
R_PushDlights (r_worldmodel);
// TODO: rearange code same as in GL*_DrawWorld?
/* auto cycle the world frame for texture animation */
memset(&ent, 0, sizeof(ent));
ent.frame = (int)(r_newrefdef.time * 2);
// Build the Global Edge Table and render it via the Active Edge Table
// Render the map
R_EdgeDrawing (&r_worldentity);
R_EdgeDrawing (&ent);
if (r_dspeeds->value)
{
@ -1376,10 +1381,10 @@ RE_RenderFrame (refdef_t *fd)
dp_time2 = SDL_GetTicks();
// Perform pixel palette blending ia the pics/colormap.pcx lower part lookup table.
R_DrawAlphaSurfaces(&r_worldentity);
R_DrawAlphaSurfaces(&ent);
// Save off light value for server to look at (BIG HACK!)
R_SetLightLevel (&r_worldentity);
R_SetLightLevel (&ent);
if (r_dowarp)
D_WarpScreen ();