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engine: client: move ref state updating into standalone function

pull/2/head
Alibek Omarov 4 years ago
parent
commit
80a5c53cb2
  1. 10
      engine/client/cl_parse.c
  2. 7
      engine/client/ref_common.c
  3. 1
      engine/client/ref_common.h

10
engine/client/cl_parse.c

@ -1579,10 +1579,7 @@ void CL_RegisterResources( sizebuf_t *msg ) @@ -1579,10 +1579,7 @@ void CL_RegisterResources( sizebuf_t *msg )
CL_ClearWorld ();
// update the ref state.
refState.time = cl.time;
refState.oldtime = cl.oldtime;
refState.realtime = host.realtime;
refState.frametime = host.frametime;
R_UpdateRefState ();
// tell rendering system we have a new set of models.
ref.dllFuncs.R_NewMap ();
@ -3175,10 +3172,7 @@ void CL_LegacyPrecache_f( void ) @@ -3175,10 +3172,7 @@ void CL_LegacyPrecache_f( void )
clgame.entities->model = cl.worldmodel;
// update the ref state.
refState.time = cl.time;
refState.oldtime = cl.oldtime;
refState.realtime = host.realtime;
refState.frametime = host.frametime;
R_UpdateRefState ();
// tell rendering system we have a new set of models.
ref.dllFuncs.R_NewMap ();

7
engine/client/ref_common.c

@ -41,12 +41,17 @@ void GAME_EXPORT GL_FreeImage( const char *name ) @@ -41,12 +41,17 @@ void GAME_EXPORT GL_FreeImage( const char *name )
ref.dllFuncs.GL_FreeTexture( texnum );
}
void GL_RenderFrame( const ref_viewpass_t *rvp )
void R_UpdateRefState( void )
{
refState.time = cl.time;
refState.oldtime = cl.oldtime;
refState.realtime = host.realtime;
refState.frametime = host.frametime;
}
void GL_RenderFrame( const ref_viewpass_t *rvp )
{
R_UpdateRefState();
VectorCopy( rvp->vieworigin, refState.vieworg );
VectorCopy( rvp->viewangles, refState.viewangles );

1
engine/client/ref_common.h

@ -51,5 +51,6 @@ extern convar_t *gl_clear; @@ -51,5 +51,6 @@ extern convar_t *gl_clear;
qboolean R_Init( void );
void R_Shutdown( void );
void R_UpdateRefState( void );
#endif // REF_COMMON_H

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