- fixed: The software renderer was accessing the global viewpoint in several places.
Aside from using incorrect values this could crash the renderer if used in the very first rendering frame because the software renderer always operates on a copy.
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5 changed files with 9 additions and 9 deletions
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@ -53,7 +53,7 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
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renderer.Translation = actor->Translation;
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
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renderer.RenderModel(x, y, z, smf, actor, PolyRenderer::Instance()->Viewpoint.TicFrac);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip), nullptr);
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}
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