- check the shader timer only once per frame, not once per draw call.
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3 changed files with 14 additions and 7 deletions
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@ -254,7 +254,9 @@ 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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level.canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
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auto Level = player->mo->__GetLevel();
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gl_RenderState.CheckTimer(Level->ShaderStartTime);
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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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