- removed Accel2D variable and a little bit of locking cruft.
This commit is contained in:
parent
cff5f0e3c7
commit
62f073ef60
21 changed files with 35 additions and 257 deletions
|
|
@ -70,15 +70,6 @@ void PolyRenderer::RenderView(player_t *player)
|
|||
|
||||
RenderActorView(player->mo, false);
|
||||
|
||||
#if 0
|
||||
// Apply special colormap if the target cannot do it
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->ShaderColormap() && RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
{
|
||||
Threads.MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
|
||||
}
|
||||
#endif
|
||||
|
||||
Threads.MainThread()->FlushDrawQueue();
|
||||
DrawerThreads::WaitForWorkers();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -418,7 +418,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
|
|||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && renderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
|
||||
if (!noaccel && renderTarget == screencanvas)
|
||||
{
|
||||
FRenderStyle style = vis.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue