Move bone buffer to backend

This commit is contained in:
Magnus Norddahl 2023-04-30 04:49:06 +02:00
commit d7a7953d10
16 changed files with 42 additions and 191 deletions

View file

@ -43,7 +43,6 @@
#include "g_cvars.h"
#include "v_draw.h"
#include "hw_bonebuffer.h"
#include "hw_cvars.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_clipper.h"
@ -278,7 +277,6 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
hw_ClearFakeFlat();
screen->mVertexData->Reset();
RenderState.SetVertexBuffer(screen->mVertexData);
screen->mBones->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
@ -342,8 +340,6 @@ sector_t* RenderView(player_t* player)
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mBones->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;