- moved global variable definitions to the top of a few files.
Most of these are not critical because they only get used in non-multithreaded contexts but it's definitely easier to look them up this way.
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5 changed files with 24 additions and 18 deletions
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@ -86,8 +86,7 @@ EXTERN_CVAR (Bool, r_drawvoxels)
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extern bool NoInterpolateView;
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area_t in_area;
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int camtexcount;
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int camtexcount; // used to decide how VSync is done. It just counts the number of camera textures per frame.
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//-----------------------------------------------------------------------------
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//
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@ -273,7 +272,9 @@ void GLSceneDrawer::CreateScene()
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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Bsp.Unclock();
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// And now the crappy hacks that have to be done to avoid rendering anomalies:
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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