- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
parent
cc4a09a3d2
commit
31abe3df7e
20 changed files with 94 additions and 90 deletions
|
|
@ -33,9 +33,6 @@
|
|||
#include "actorinlines.h"
|
||||
#include "i_time.h"
|
||||
|
||||
void gl_FlushModels();
|
||||
bool polymodelsInUse;
|
||||
|
||||
void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
{
|
||||
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
|
||||
|
|
@ -52,11 +49,6 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint
|
|||
|
||||
PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
|
||||
{
|
||||
if (!polymodelsInUse)
|
||||
{
|
||||
gl_FlushModels();
|
||||
polymodelsInUse = true;
|
||||
}
|
||||
}
|
||||
|
||||
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue