mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 23:23:07 +00:00
Fix player sprites disappearing when a texture camera is visible
This commit is contained in:
parent
d5a4d50970
commit
ecebeed296
1 changed files with 3 additions and 5 deletions
|
@ -35,11 +35,8 @@ EXTERN_CVAR(Bool, st_scale)
|
|||
|
||||
void RenderPolyPlayerSprites::Render()
|
||||
{
|
||||
// In theory, everything in this function could be moved to RenderRemainingSprites.
|
||||
// Just in case there's some hack elsewhere that relies on this happening as part
|
||||
// of the main rendering we do it exactly as the old software renderer did.
|
||||
|
||||
ScreenSprites.clear();
|
||||
// This code cannot be moved directly to RenderRemainingSprites because the engine
|
||||
// draws the canvas textures between this call and the final call to RenderRemainingSprites..
|
||||
|
||||
if (!r_drawplayersprites ||
|
||||
!camera ||
|
||||
|
@ -90,6 +87,7 @@ void RenderPolyPlayerSprites::RenderRemainingSprites()
|
|||
{
|
||||
for (auto &sprite : ScreenSprites)
|
||||
sprite.Render();
|
||||
ScreenSprites.clear();
|
||||
}
|
||||
|
||||
void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
||||
|
|
Loading…
Reference in a new issue