Fix broken palette render switching

This commit is contained in:
Alug 2026-04-28 13:03:37 -04:00 committed by NepDisk
parent 0c22fb24d2
commit dc5f42cdaf

View file

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