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- do not render player sprites to canvases in the hardware renderer.
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parent
0ca7723c0e
commit
2fa5a88701
4 changed files with 9 additions and 9 deletions
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@ -111,12 +111,12 @@ void FGLRenderer::DrawScene(HWDrawInfo *di, int drawmode)
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if (vp.camera != nullptr)
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{
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ActorRenderFlags savedflags = vp.camera->renderflags;
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di->CreateScene();
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di->CreateScene(drawmode == DM_MAINVIEW);
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vp.camera->renderflags = savedflags;
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}
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else
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{
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di->CreateScene();
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di->CreateScene(false);
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}
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glDepthMask(true);
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@ -796,7 +796,7 @@ void HWDrawInfo::RenderBSPNode (void *node)
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DoSubsector ((subsector_t *)((uint8_t *)node - 1));
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}
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void HWDrawInfo::RenderBSP(void *node)
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void HWDrawInfo::RenderBSP(void *node, bool drawpsprites)
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{
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Bsp.Clock();
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@ -829,6 +829,6 @@ void HWDrawInfo::RenderBSP(void *node)
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// Process all the sprites on the current portal's back side which touch the portal.
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if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this);
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if (drawpsprites)
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PreparePlayerSprites(Viewpoint.sector, in_area);
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}
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@ -421,7 +421,7 @@ GLDecal *HWDrawInfo::AddDecal(bool onmirror)
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::CreateScene()
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void HWDrawInfo::CreateScene(bool drawpsprites)
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{
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const auto &vp = Viewpoint;
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angle_t a1 = FrustumAngle();
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@ -436,7 +436,7 @@ void HWDrawInfo::CreateScene()
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screen->mVertexData->Map();
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screen->mLights->Map();
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RenderBSP(Level->HeadNode());
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RenderBSP(Level->HeadNode(), drawpsprites);
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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@ -237,7 +237,7 @@ public:
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HWPortal * FindPortal(const void * src);
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void RenderBSPNode(void *node);
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void RenderBSP(void *node);
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void RenderBSP(void *node, bool drawpsprites);
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static HWDrawInfo *StartDrawInfo(FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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@ -246,7 +246,7 @@ public:
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void SetViewArea();
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int SetFullbrightFlags(player_t *player);
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void CreateScene();
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void CreateScene(bool drawpsprites);
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void RenderScene(FRenderState &state);
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void RenderTranslucent(FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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