- check the shader timer only once per frame, not once per draw call.

This commit is contained in:
Christoph Oelckers 2019-01-06 13:35:31 +01:00
commit 83ce72db48
3 changed files with 14 additions and 7 deletions

View file

@ -254,7 +254,9 @@ sector_t *FGLRenderer::RenderView(player_t* player)
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// prepare all camera textures that have been used in the last frame
level.canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
auto Level = player->mo->__GetLevel();
gl_RenderState.CheckTimer(Level->ShaderStartTime);
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, camera, fov);
});