Fix player sprites disappearing when a texture camera is visible

This commit is contained in:
Magnus Norddahl 2016-12-16 22:16:24 +01:00
parent d5a4d50970
commit ecebeed296

View file

@ -35,11 +35,8 @@ EXTERN_CVAR(Bool, st_scale)
void RenderPolyPlayerSprites::Render() void RenderPolyPlayerSprites::Render()
{ {
// In theory, everything in this function could be moved to RenderRemainingSprites. // This code cannot be moved directly to RenderRemainingSprites because the engine
// Just in case there's some hack elsewhere that relies on this happening as part // draws the canvas textures between this call and the final call to RenderRemainingSprites..
// of the main rendering we do it exactly as the old software renderer did.
ScreenSprites.clear();
if (!r_drawplayersprites || if (!r_drawplayersprites ||
!camera || !camera ||
@ -90,6 +87,7 @@ void RenderPolyPlayerSprites::RenderRemainingSprites()
{ {
for (auto &sprite : ScreenSprites) for (auto &sprite : ScreenSprites)
sprite.Render(); sprite.Render();
ScreenSprites.clear();
} }
void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac) void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)