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- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
This commit is contained in:
parent
7ea053bd90
commit
ad24a1ce31
24 changed files with 204 additions and 163 deletions
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@ -170,18 +170,6 @@ void GLInstance::InitGLState(int fogmode, int multisample)
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
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}
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void videoShowFrame(int32_t w)
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{
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OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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screen->PostProcessScene(0, nullptr); // at the moment this won't work because there's no guarantee that this is a clean buffer what we get here.
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screen->Update();
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// After finishing the frame, reset everything for the next frame. This needs to be done better.
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screen->BeginFrame();
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OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
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}
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void GLInstance::Deinit()
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{
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#if 0
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@ -530,7 +518,7 @@ void GLInstance::DrawImGui(ImDrawData* data)
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void GLInstance::ClearScreen(PalEntry color)
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{
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twod.Clear(); // Since we clear the entire screen, all previous draw operations become redundant, so delete them.
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twod->Clear(); // Since we clear the entire screen, all previous draw operations become redundant, so delete them.
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#if 1
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SetViewport(0, 0, xdim, ydim);
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@ -540,7 +528,7 @@ void GLInstance::ClearScreen(PalEntry color)
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false);
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#else
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// This must be synchronized with the rest of the 2D operations.
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twod.AddColorOnlyQuad(0, 0, xdim, ydim, );
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twod->AddColorOnlyQuad(0, 0, xdim, ydim, );
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#endif
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}
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