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author | aap <aap@papnet.eu> | 2020-12-13 12:53:19 +0100 |
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committer | aap <aap@papnet.eu> | 2020-12-13 12:53:19 +0100 |
commit | 35cac6b93b5bdb859a47fe266686bb99163eba46 (patch) | |
tree | cf18ae0ea5cdbbe1e27c6073f3c29db30e3b498c /src/core/main.cpp | |
parent | style change (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/main.cpp | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp index 74172bf3..0b1dc6a1 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -890,18 +890,18 @@ void MattRenderScene(void) { // this calls CMattRenderer::Render - CWorld::AdvanceCurrentScanCode(); + /// CWorld::AdvanceCurrentScanCode(); // CMattRenderer::ResetRenderStates - CRenderer::ClearForFrame(); + /// CRenderer::ClearForFrame(); // before ConstructRenderList // CClock::CalcEnvMapTimeMultiplicator CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater // CClock::ms_EnvMapTimeMultiplicator = 1.0f; // cWorldStream::ClearDynamics - CRenderer::ConstructRenderList(); + /// CRenderer::ConstructRenderList(); // before PreRender if(gbRenderWorld0) CRenderer::RenderWorld(0); // roads // CMattRenderer::ResetRenderStates - CRenderer::PreRender(); + /// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows CCoronas::RenderReflections(); if(gbRenderWorld1) CRenderer::RenderWorld(1); // opaque @@ -1213,21 +1213,23 @@ Idle(void *arg) pos.y = SCREEN_HEIGHT / 2.0f; RsMouseSetPos(&pos); #endif -#ifdef NEW_RENDERER - if(!gbNewRenderer) -#endif -{ + tbStartTimer(0, "CnstrRenderList"); #ifdef PC_WATER CWaterLevel::PreCalcWaterGeometry(); #endif +#ifdef NEW_RENDERER + if(gbNewRenderer){ + CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary + CRenderer::ClearForFrame(); + } +#endif CRenderer::ConstructRenderList(); tbEndTimer("CnstrRenderList"); tbStartTimer(0, "PreRender"); CRenderer::PreRender(); tbEndTimer("PreRender"); -} #ifdef FIX_BUGS RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this |