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- do not render player sprites to canvases in the software renderer.
This applies to both savegame images and camera textures.
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parent
d2475b68d0
commit
1a29d39355
2 changed files with 6 additions and 5 deletions
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@ -129,7 +129,7 @@ namespace swrenderer
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DrawerThreads::ResetDebugDrawPos();
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}
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RenderActorView(player->mo);
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RenderActorView(player->mo, true, false);
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auto copyqueue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
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copyqueue->Push<MemcpyCommand>(videobuffer, target->GetPixels(), target->GetWidth(), target->GetHeight(), target->GetPitch(), target->IsBgra() ? 4 : 1);
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@ -140,7 +140,7 @@ namespace swrenderer
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DrawerWaitCycles.Unclock();
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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void RenderScene::RenderActorView(AActor *actor, bool renderPlayerSprites, bool dontmaplines)
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{
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WallCycles.Reset();
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PlaneCycles.Reset();
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@ -180,7 +180,8 @@ namespace swrenderer
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if (r_modelscene)
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MainThread()->Viewport->SetupPolyViewport(MainThread());
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RenderPSprites();
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if (renderPlayerSprites)
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RenderPSprites();
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MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
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}
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@ -384,7 +385,7 @@ namespace swrenderer
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PolyTriangleDrawer::ResizeBuffers(viewport->RenderTarget);
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// Render:
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RenderActorView(actor, dontmaplines);
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RenderActorView(actor, false, dontmaplines);
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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@ -56,7 +56,7 @@ namespace swrenderer
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RenderThread *MainThread() { return Threads.front().get(); }
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private:
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void RenderActorView(AActor *actor, bool dontmaplines = false);
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void RenderActorView(AActor *actor,bool renderplayersprite, bool dontmaplines);
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void RenderThreadSlices();
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void RenderThreadSlice(RenderThread *thread);
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void RenderPSprites();
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