Fix broken palette render switching
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0c22fb24d2
commit
dc5f42cdaf
1 changed files with 6 additions and 9 deletions
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@ -527,9 +527,6 @@ void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean is_sk
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if (rootportal)
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HWR_PortalClipping(rootportal);
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// check for new console commands.
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NetUpdate();
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if (timing)
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{
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ps_numbspcalls = 0;
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@ -634,9 +631,6 @@ void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean is_sk
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gl_portal_level = 0;
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}
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// Check for new console commands.
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NetUpdate();
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// Draw MD2 and sprites
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if (timing)
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@ -679,9 +673,6 @@ void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolean is_sk
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// hack for debugportal, see earlier comment
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if (gl_debugportal && !gl_portal_level)
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HWR_SetStencilState(HWD_STENCIL_INACTIVE);
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// Check for new console commands.
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NetUpdate();
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}
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// ==========================================================================
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@ -746,8 +737,14 @@ void HWR_RenderPlayerView(void)
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ps_hw_skyboxtime = I_GetPreciseTime();
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if (skybox) // If there's a skybox and we should be drawing the sky, draw the skybox
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{
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// Check for new console commands.
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NetUpdate();
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HWR_ClearView();
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HWR_RenderSkyboxView(player); // This is drawn before everything else so it is placed behind
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// Check for new console commands.
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NetUpdate();
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}
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ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
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