remove erronous mask preparation stuff
R_RenderViewpoint already handles this for us
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258912b685
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5df0ddde31
1 changed files with 1 additions and 12 deletions
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@ -1575,19 +1575,11 @@ void R_RenderPlayerView(void)
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Portal_InitList();
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// The head node is the last node output.
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Mask_Pre(&masks[nummasks - 1]);
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curdrawsegs = ds_p;
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ps_numbspcalls = ps_numpolyobjects = ps_numdrawnodes = 0;
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ps_bsptime = I_GetPreciseTime();
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R_RenderViewpoint(&masks[nummasks - 1], nummasks - 1);
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ps_bsptime = I_GetPreciseTime() - ps_bsptime;
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Mask_Post(&masks[nummasks - 1]);
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ps_sw_spritecliptime = I_GetPreciseTime();
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R_ClipSprites(drawsegs, NULL);
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ps_sw_spritecliptime = I_GetPreciseTime() - ps_sw_spritecliptime;
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@ -1607,7 +1599,7 @@ void R_RenderPlayerView(void)
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portal_t *portal;
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for(portal = portal_base; portal; portal = portal_base)
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for (portal = portal_base; portal; portal = portal_base)
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{
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portalrender = portal->pass; // Recursiveness depth.
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@ -1629,9 +1621,6 @@ void R_RenderPlayerView(void)
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masks = static_cast<maskcount_t*>(realloc(masks, (++nummasks)*sizeof(maskcount_t)));
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Mask_Pre(&masks[nummasks - 1]);
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curdrawsegs = ds_p;
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// Render the BSP from the new viewpoint, and clip
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// any sprites with the new clipsegs and window.
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R_RenderViewpoint(&masks[nummasks - 1], nummasks - 1);
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