- now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running.

This commit is contained in:
Christoph Oelckers 2014-11-16 09:08:47 +01:00
parent c25325efa4
commit a7f4185981
2 changed files with 6 additions and 0 deletions

View file

@ -1439,12 +1439,14 @@ void G_AirControlChanged ()
// //
// //
//========================================================================== //==========================================================================
void gl_SerializeGlobals(FArchive &arc);
void G_SerializeLevel (FArchive &arc, bool hubLoad) void G_SerializeLevel (FArchive &arc, bool hubLoad)
{ {
int i = level.totaltime; int i = level.totaltime;
Renderer->StartSerialize(arc); Renderer->StartSerialize(arc);
gl_SerializeGlobals(arc);
arc << level.flags arc << level.flags
<< level.flags2 << level.flags2

View file

@ -999,6 +999,10 @@ void FGLInterface::StateChanged(AActor *actor)
void FGLInterface::StartSerialize(FArchive &arc) void FGLInterface::StartSerialize(FArchive &arc)
{ {
gl_DeleteAllAttachedLights(); gl_DeleteAllAttachedLights();
}
void gl_SerializeGlobals(FArchive &arc)
{
arc << fogdensity << outsidefogdensity << skyfog; arc << fogdensity << outsidefogdensity << skyfog;
} }