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- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
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2 changed files with 7 additions and 2 deletions
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@ -95,7 +95,8 @@ EXTERN_CVAR (Bool, r_deathcamera)
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extern int viewpitch;
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extern bool NoInterpolateView;
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DWORD gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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@ -872,8 +873,12 @@ void FGLRenderer::RenderView (player_t* player)
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GLRenderer->mLights->Clear();
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// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
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bool saved_niv = NoInterpolateView;
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NoInterpolateView = false;
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// prepare all camera textures that have been used in the last frame
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FCanvasTextureInfo::UpdateAll();
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NoInterpolateView = true;
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// I stopped using BaseRatioSizes here because the information there wasn't well presented.
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@ -80,7 +80,7 @@ struct InterpolationViewer
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static TArray<InterpolationViewer> PastViewers;
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static FRandom pr_torchflicker ("TorchFlicker");
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static FRandom pr_hom;
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static bool NoInterpolateView;
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bool NoInterpolateView; // GL needs access to this.
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static TArray<fixedvec3a> InterpolationPath;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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