Move bone buffer to backend
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f2585a3b17
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d7a7953d10
16 changed files with 42 additions and 191 deletions
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@ -43,7 +43,6 @@
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#include "g_cvars.h"
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#include "v_draw.h"
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#include "hw_bonebuffer.h"
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#include "hw_cvars.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/scene/hw_clipper.h"
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@ -278,7 +277,6 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
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hw_ClearFakeFlat();
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screen->mVertexData->Reset();
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RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mBones->Clear();
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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@ -342,8 +340,6 @@ sector_t* RenderView(player_t* player)
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac();
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screen->mBones->Clear();
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// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
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bool saved_niv = NoInterpolateView;
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NoInterpolateView = false;
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