- cleanup of GL renderer interface and improper header use in software renderer.
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parent
245a9ef80c
commit
2b2c986bd0
14 changed files with 42 additions and 61 deletions
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@ -265,7 +265,7 @@ void GLSceneDrawer::CreateScene()
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
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for(unsigned i=0;i<glSectorPortals.Size(); i++) glSectorPortals[i]->glportal = NULL;
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GLRenderer->gl_spriteindex=0;
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Bsp.Clock();
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GLRenderer->mVBO->Map();
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@ -459,7 +459,7 @@ void GLSceneDrawer::RenderTranslucent()
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//-----------------------------------------------------------------------------
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//
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// gl_drawscene - this function renders the scene from the current
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// viewpoint, including mirrors and skyboxes and other portals
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// viewpoint, including mirrors and skyboxes and other glSectorPortals
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// It is assumed that the GLPortal::EndFrame returns with the
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// stencil, z-buffer and the projection matrix intact!
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//
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@ -510,7 +510,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
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gl_RenderState.ApplyMatrices();
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}
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// Handle all portals after rendering the opaque objects but before
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// Handle all glSectorPortals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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GLPortal::EndFrame();
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