- this behaves a little better on OpenGL.

This commit is contained in:
Christoph Oelckers 2022-06-06 17:34:31 +02:00
parent 90def7e8b0
commit f4d240b05d

View file

@ -3386,10 +3386,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
} }
if (StartScreen == nullptr) V_Init2(); if (StartScreen == nullptr) V_Init2();
while(!screen->CompileNextShader())
{
// here we can do some visual updates later
}
if (StartScreen) if (StartScreen)
{ {
StartScreen->Progress(max_progress); // advance progress bar to the end. StartScreen->Progress(max_progress); // advance progress bar to the end.
@ -3397,6 +3393,11 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
delete StartScreen; delete StartScreen;
StartScreen = NULL; StartScreen = NULL;
} }
while(!screen->CompileNextShader())
{
// here we can do some visual updates later
}
twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect; twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash. // Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
twod->Begin(screen->GetWidth(), screen->GetHeight()); twod->Begin(screen->GetWidth(), screen->GetHeight());