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- removed gl_draw_synv because with the postprocessing this is no longer useful.
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3ba3149df3
commit
45ff15559d
3 changed files with 1 additions and 17 deletions
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@ -480,7 +480,6 @@ void FGLRenderer::RenderTranslucent()
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// stencil, z-buffer and the projection matrix intact!
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// stencil, z-buffer and the projection matrix intact!
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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EXTERN_CVAR(Bool, gl_draw_sync)
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void FGLRenderer::DrawScene(int drawmode)
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void FGLRenderer::DrawScene(int drawmode)
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{
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{
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@ -502,14 +501,6 @@ void FGLRenderer::DrawScene(int drawmode)
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}
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}
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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// Up to this point in the main draw call no rendering is performed so we can wait
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// with swapping the render buffer until now.
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if (!gl_draw_sync && drawmode == DM_MAINVIEW)
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{
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All.Unclock();
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static_cast<OpenGLFrameBuffer*>(screen)->Swap();
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All.Clock();
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}
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RenderScene(recursion);
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RenderScene(recursion);
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// Handle all portals after rendering the opaque objects but before
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// Handle all portals after rendering the opaque objects but before
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@ -142,7 +142,6 @@ void GLWall::PutWall(bool translucent)
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{
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{
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if (gl.lightmethod == LM_SOFTWARE && !translucent)
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if (gl.lightmethod == LM_SOFTWARE && !translucent)
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{
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{
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// This is not yet ready.
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if (PutWallCompat(passflag[type])) return;
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if (PutWallCompat(passflag[type])) return;
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}
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}
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@ -179,9 +179,6 @@ void OpenGLFrameBuffer::InitializeState()
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//
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//
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//==========================================================================
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//==========================================================================
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// Testing only for now.
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CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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void OpenGLFrameBuffer::Update()
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void OpenGLFrameBuffer::Update()
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{
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{
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if (!CanUpdate())
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if (!CanUpdate())
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@ -197,10 +194,7 @@ void OpenGLFrameBuffer::Update()
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GLRenderer->SetOutputViewport(nullptr);
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GLRenderer->SetOutputViewport(nullptr);
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if (gl_draw_sync || !swapped)
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{
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Swap();
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Swap();
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}
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swapped = false;
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swapped = false;
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Unlock();
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Unlock();
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CheckBench();
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CheckBench();
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