Change RenderTarget global to be an internal swrenderer variable
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10 changed files with 42 additions and 26 deletions
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@ -165,12 +165,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
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// Adjust PSprite for fullscreen views
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if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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if (camera->player && (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight() || (swrenderer::RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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{
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AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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if (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight())
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{
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texturemid -= weapon->YAdjust;
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}
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@ -338,7 +338,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && swrenderer::RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = visstyle.RenderStyle;
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style.CheckFuzz();
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