- removed some unused code from RenderViewpoint

This commit is contained in:
Christoph Oelckers 2018-06-20 11:43:10 +02:00
parent 3a80160ca0
commit f7d8f32114

View file

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