Remove multithreading RenderState as that seemed to be a poor approach

This commit is contained in:
dpjudas 2023-10-09 03:20:19 +02:00
commit 411b281e7c
19 changed files with 64 additions and 237 deletions

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@ -3722,7 +3722,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
CreateVBO(*screen->RenderState(0), Level->sectors);
CreateVBO(*screen->RenderState(), Level->sectors);
meshcache.Clear();
for (auto &sec : Level->sectors)