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- fixed: FDrawInfo must be kept around until DrawEndScene2D finishes.
Otherwise some code crashes on invalid data.
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parent
9bdb0f2e49
commit
14410ae526
1 changed files with 1 additions and 1 deletions
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@ -722,7 +722,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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FDrawInfo::StartDrawInfo(this);
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FDrawInfo::StartDrawInfo(this);
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ProcessScene(toscreen);
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ProcessScene(toscreen);
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if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
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if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
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FDrawInfo::EndDrawInfo();
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if (mainview && FGLRenderBuffers::IsEnabled())
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if (mainview && FGLRenderBuffers::IsEnabled())
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{
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{
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@ -741,6 +740,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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DrawBlend(lviewsector);
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DrawBlend(lviewsector);
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}
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}
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FDrawInfo::EndDrawInfo();
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GLRenderer->mDrawingScene2D = false;
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GLRenderer->mDrawingScene2D = false;
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if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled())
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if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled())
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GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
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GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
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