remove erronous mask preparation stuff

R_RenderViewpoint already handles this for us
This commit is contained in:
Alug 2025-06-27 11:59:20 +02:00
parent 258912b685
commit 5df0ddde31

View file

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