- changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.

This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
This commit is contained in:
Christoph Oelckers 2017-04-01 12:59:58 +02:00
commit 54764c136d
7 changed files with 8 additions and 6 deletions

View file

@ -359,8 +359,9 @@ FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
//
//
//==========================================================================
bool OpenGLFrameBuffer::Begin2D(bool)
bool OpenGLFrameBuffer::Begin2D(bool copy3d)
{
Super::Begin2D(copy3d);
ClearClipRect();
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);