- made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
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27 changed files with 518 additions and 459 deletions
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@ -254,7 +254,10 @@ sector_t *FGLRenderer::RenderView(player_t* player)
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bool saved_niv = NoInterpolateView;
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NoInterpolateView = false;
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// prepare all camera textures that have been used in the last frame
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FCanvasTextureInfo::UpdateAll();
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level.canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
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{
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RenderTextureView(camtex, camera, fov);
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});
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NoInterpolateView = saved_niv;
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@ -324,7 +327,8 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
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EndOffscreen();
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tex->SetUpdated();
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tex->SetUpdated(true);
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static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
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}
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//===========================================================================
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