From e4a71afe6360b3d0a2b4bfad66c233c0a7dce970 Mon Sep 17 00:00:00 2001 From: Agent Agrimar Date: Sun, 13 Sep 2020 09:10:06 -0400 Subject: [PATCH] engine: client: update the ref state before R_NewMap is called This fixes fades that occur at the beginning of a map being a tad screwy as a result of the ref state not being updated with fresh values, which only happens when a frame is being rendered (loading happens to prevent that). --- engine/client/cl_parse.c | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/engine/client/cl_parse.c b/engine/client/cl_parse.c index d3642f1c..3478596b 100644 --- a/engine/client/cl_parse.c +++ b/engine/client/cl_parse.c @@ -1578,6 +1578,12 @@ 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; + // tell rendering system we have a new set of models. ref.dllFuncs.R_NewMap (); @@ -3168,6 +3174,12 @@ void CL_LegacyPrecache_f( void ) if( clgame.entities ) 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; + // tell rendering system we have a new set of models. ref.dllFuncs.R_NewMap ();