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- this behaves a little better on OpenGL.
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1 changed files with 6 additions and 5 deletions
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@ -3386,10 +3386,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
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}
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}
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if (StartScreen == nullptr) V_Init2();
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if (StartScreen == nullptr) V_Init2();
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while(!screen->CompileNextShader())
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{
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// here we can do some visual updates later
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}
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if (StartScreen)
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if (StartScreen)
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{
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{
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StartScreen->Progress(max_progress); // advance progress bar to the end.
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StartScreen->Progress(max_progress); // advance progress bar to the end.
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@ -3397,6 +3393,11 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
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delete StartScreen;
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delete StartScreen;
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StartScreen = NULL;
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StartScreen = NULL;
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}
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}
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while(!screen->CompileNextShader())
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{
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// here we can do some visual updates later
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}
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twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
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twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
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// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
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// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
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twod->Begin(screen->GetWidth(), screen->GetHeight());
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twod->Begin(screen->GetWidth(), screen->GetHeight());
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