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- reset the viewpoint buffer only once per scene, not per viewpoint.
This doesn't work for camera textures because they are a separate viewpoint.
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parent
5e39890118
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22e8c57a59
2 changed files with 4 additions and 2 deletions
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@ -135,6 +135,7 @@ FGLRenderer::~FGLRenderer()
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if (swdrawer) delete swdrawer;
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if (mBuffers) delete mBuffers;
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if (mSaveBuffers) delete mSaveBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
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if (mPresent3dColumnShader) delete mPresent3dColumnShader;
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@ -221,6 +222,7 @@ sector_t *FGLRenderer::RenderView(player_t* player)
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P_FindParticleSubsectors();
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mLights->Clear();
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mViewpoints->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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@ -322,6 +324,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
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gl_RenderState.SetVertexBuffer(mVBO);
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mVBO->Reset();
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mLights->Clear();
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mViewpoints->Clear();
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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@ -449,7 +449,6 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
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// Render (potentially) multiple views for stereo 3d
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// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
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auto vrmode = VRMode::GetVRMode(mainview && toscreen);
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mViewpoints->Clear();
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for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
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{
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const auto &eye = vrmode->mEyes[eye_ix];
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