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soft: set current frame before use worldentity
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parent
7576d2d300
commit
11bb96401f
1 changed files with 9 additions and 4 deletions
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@ -1298,7 +1298,7 @@ static void
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RE_RenderFrame (refdef_t *fd)
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{
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r_newrefdef = *fd;
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entity_t r_worldentity;
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entity_t ent;
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if (!r_worldmodel && !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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@ -1339,9 +1339,14 @@ RE_RenderFrame (refdef_t *fd)
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// For each dlight_t* passed via r_newrefdef.dlights, mark polygons affected by a light.
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R_PushDlights (r_worldmodel);
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// TODO: rearange code same as in GL*_DrawWorld?
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/* auto cycle the world frame for texture animation */
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memset(&ent, 0, sizeof(ent));
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ent.frame = (int)(r_newrefdef.time * 2);
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// Build the Global Edge Table and render it via the Active Edge Table
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// Render the map
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R_EdgeDrawing (&r_worldentity);
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R_EdgeDrawing (&ent);
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if (r_dspeeds->value)
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{
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@ -1376,10 +1381,10 @@ RE_RenderFrame (refdef_t *fd)
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dp_time2 = SDL_GetTicks();
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// Perform pixel palette blending ia the pics/colormap.pcx lower part lookup table.
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R_DrawAlphaSurfaces(&r_worldentity);
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R_DrawAlphaSurfaces(&ent);
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// Save off light value for server to look at (BIG HACK!)
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R_SetLightLevel (&r_worldentity);
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R_SetLightLevel (&ent);
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if (r_dowarp)
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D_WarpScreen ();
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