- consolidated the 3 virtually identical instances of DrawScene and moved the function to HWDrawInfo.
The only backend dependent call in there, ambient occlusion, has been made a virtual of DFrameBuffer.
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12 changed files with 96 additions and 201 deletions
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@ -519,6 +519,16 @@ FRenderState* OpenGLFrameBuffer::RenderState()
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return &gl_RenderState;
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}
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void OpenGLFrameBuffer::AmbientOccludeScene(float m5)
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{
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gl_RenderState.EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene(m5);
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glViewport(screen->mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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}
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//===========================================================================
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//
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