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- removed some unused code from RenderViewpoint
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1 changed files with 0 additions and 13 deletions
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@ -534,25 +534,12 @@ sector_t * GLSceneDrawer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * ca
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{
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{
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if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
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if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
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GLRenderer->PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
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GLRenderer->PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
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// This should be done after postprocessing, not before.
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GLRenderer->mBuffers->BindCurrentFB();
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glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
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if (!toscreen)
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{
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(screen->mScreenViewport.left, screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mScreenViewport.top, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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}
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}
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}
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di->EndDrawInfo();
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di->EndDrawInfo();
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GLRenderer->mDrawingScene2D = false;
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GLRenderer->mDrawingScene2D = false;
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if (!stereo3dMode.IsMono())
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if (!stereo3dMode.IsMono())
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GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
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GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);
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eye->TearDown();
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}
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}
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stereo3dMode.TearDown();
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interpolator.RestoreInterpolations ();
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interpolator.RestoreInterpolations ();
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return mainvp.sector;
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return mainvp.sector;
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