Fixed potentially broken portal rendering after OpenGL context change

https://forum.zdoom.org/viewtopic.php?t=56393
This commit is contained in:
alexey.lysiuk 2017-05-30 13:01:51 +03:00
commit 0c90253a5d
3 changed files with 23 additions and 1 deletions

View file

@ -50,6 +50,7 @@
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_ambientshader.h"
#include "gl/shaders/gl_bloomshader.h"
@ -184,10 +185,14 @@ void FGLRenderer::Initialize(int width, int height)
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
gl_LoadModels();
GLPortal::Initialize();
}
FGLRenderer::~FGLRenderer()
{
GLPortal::Shutdown();
gl_FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();