some rendering things

This commit is contained in:
aap 2020-12-13 12:53:19 +01:00
parent b3f97cdce4
commit 35cac6b93b
5 changed files with 64 additions and 57 deletions

View file

@ -890,18 +890,18 @@ void
MattRenderScene(void)
{
// this calls CMattRenderer::Render
CWorld::AdvanceCurrentScanCode();
/// CWorld::AdvanceCurrentScanCode();
// CMattRenderer::ResetRenderStates
CRenderer::ClearForFrame();
/// CRenderer::ClearForFrame(); // before ConstructRenderList
// CClock::CalcEnvMapTimeMultiplicator
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
CRenderer::ConstructRenderList();
/// CRenderer::ConstructRenderList(); // before PreRender
if(gbRenderWorld0)
CRenderer::RenderWorld(0); // roads
// CMattRenderer::ResetRenderStates
CRenderer::PreRender();
/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
CCoronas::RenderReflections();
if(gbRenderWorld1)
CRenderer::RenderWorld(1); // opaque
@ -1213,13 +1213,16 @@ Idle(void *arg)
pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos);
#endif
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
tbStartTimer(0, "CnstrRenderList");
#ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry();
#endif
#ifdef NEW_RENDERER
if(gbNewRenderer){
CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
CRenderer::ClearForFrame();
}
#endif
CRenderer::ConstructRenderList();
tbEndTimer("CnstrRenderList");
@ -1227,7 +1230,6 @@ Idle(void *arg)
tbStartTimer(0, "PreRender");
CRenderer::PreRender();
tbEndTimer("PreRender");
}
#ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this