- 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.
This commit is contained in:
Christoph Oelckers 2018-04-02 23:42:45 +02:00
commit 2f96d3c61a
5 changed files with 24 additions and 18 deletions

View file

@ -86,8 +86,7 @@ EXTERN_CVAR (Bool, r_drawvoxels)
extern bool NoInterpolateView;
area_t in_area;
int camtexcount;
int camtexcount; // used to decide how VSync is done. It just counts the number of camera textures per frame.
//-----------------------------------------------------------------------------
//
@ -273,7 +272,9 @@ void GLSceneDrawer::CreateScene()
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies:
// And now the crappy hacks that have to be done to avoid rendering anomalies.
// These cannot be multithreaded when the time comes because all these depend
// on the global 'validcount' variable.
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water