mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- do not render player sprites to canvases in the hardware renderer.
This commit is contained in:
parent
0ca7723c0e
commit
2fa5a88701
4 changed files with 9 additions and 9 deletions
|
@ -111,12 +111,12 @@ void FGLRenderer::DrawScene(HWDrawInfo *di, int drawmode)
|
|||
if (vp.camera != nullptr)
|
||||
{
|
||||
ActorRenderFlags savedflags = vp.camera->renderflags;
|
||||
di->CreateScene();
|
||||
di->CreateScene(drawmode == DM_MAINVIEW);
|
||||
vp.camera->renderflags = savedflags;
|
||||
}
|
||||
else
|
||||
{
|
||||
di->CreateScene();
|
||||
di->CreateScene(false);
|
||||
}
|
||||
|
||||
glDepthMask(true);
|
||||
|
|
|
@ -796,7 +796,7 @@ void HWDrawInfo::RenderBSPNode (void *node)
|
|||
DoSubsector ((subsector_t *)((uint8_t *)node - 1));
|
||||
}
|
||||
|
||||
void HWDrawInfo::RenderBSP(void *node)
|
||||
void HWDrawInfo::RenderBSP(void *node, bool drawpsprites)
|
||||
{
|
||||
Bsp.Clock();
|
||||
|
||||
|
@ -829,6 +829,6 @@ void HWDrawInfo::RenderBSP(void *node)
|
|||
// Process all the sprites on the current portal's back side which touch the portal.
|
||||
if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this);
|
||||
|
||||
|
||||
if (drawpsprites)
|
||||
PreparePlayerSprites(Viewpoint.sector, in_area);
|
||||
}
|
||||
|
|
|
@ -421,7 +421,7 @@ GLDecal *HWDrawInfo::AddDecal(bool onmirror)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void HWDrawInfo::CreateScene()
|
||||
void HWDrawInfo::CreateScene(bool drawpsprites)
|
||||
{
|
||||
const auto &vp = Viewpoint;
|
||||
angle_t a1 = FrustumAngle();
|
||||
|
@ -436,7 +436,7 @@ void HWDrawInfo::CreateScene()
|
|||
screen->mVertexData->Map();
|
||||
screen->mLights->Map();
|
||||
|
||||
RenderBSP(Level->HeadNode());
|
||||
RenderBSP(Level->HeadNode(), drawpsprites);
|
||||
|
||||
// And now the crappy hacks that have to be done to avoid rendering anomalies.
|
||||
// These cannot be multithreaded when the time comes because all these depend
|
||||
|
|
|
@ -237,7 +237,7 @@ public:
|
|||
|
||||
HWPortal * FindPortal(const void * src);
|
||||
void RenderBSPNode(void *node);
|
||||
void RenderBSP(void *node);
|
||||
void RenderBSP(void *node, bool drawpsprites);
|
||||
|
||||
static HWDrawInfo *StartDrawInfo(FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
||||
void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
||||
|
@ -246,7 +246,7 @@ public:
|
|||
void SetViewArea();
|
||||
int SetFullbrightFlags(player_t *player);
|
||||
|
||||
void CreateScene();
|
||||
void CreateScene(bool drawpsprites);
|
||||
void RenderScene(FRenderState &state);
|
||||
void RenderTranslucent(FRenderState &state);
|
||||
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
|
||||
|
|
Loading…
Reference in a new issue