- moved the screen blending code out of the renderer.
This is better be made part of the 2D interface. That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer. Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
This commit is contained in:
parent
52d73eabbf
commit
de15b589c0
13 changed files with 140 additions and 175 deletions
|
|
@ -652,6 +652,7 @@ CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
void D_Display ()
|
||||
{
|
||||
bool wipe;
|
||||
sector_t *viewsec;
|
||||
|
||||
if (nodrawers || screen == NULL)
|
||||
return; // for comparative timing / profiling
|
||||
|
|
@ -787,8 +788,9 @@ void D_Display ()
|
|||
}
|
||||
else level.HasDynamicLights = false; // lights are off so effectively we have none.
|
||||
|
||||
screen->RenderView(&players[consoleplayer]);
|
||||
viewsec = screen->RenderView(&players[consoleplayer]);
|
||||
screen->Begin2D(false);
|
||||
screen->DrawBlend(viewsec);
|
||||
// returns with 2S mode set.
|
||||
if (automapactive)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue