diff --git a/engine/client.cpp b/engine/client.cpp index 712131a2..ee64d786 100644 --- a/engine/client.cpp +++ b/engine/client.cpp @@ -1816,14 +1816,14 @@ void CClientState::FinishSignonState_New() // // This is pretty janky, but doesn't really have any cost (and even makes our one-frozen-frame load screen slightly // less likely to trigger OS "not responding" warnings) -// extern void V_RenderVGuiOnly(); -// V_RenderVGuiOnly(); + extern void V_RenderSwapBuffers(); + V_RenderSwapBuffers(); // Before we do anything with the whitelist, make sure we have the proper map pack mounted // this will load the .bsp by setting the world model the string list at the hardcoded index 1. cl.SetModel( 1 ); - //V_RenderVGuiOnly(); + V_RenderSwapBuffers(); // Check for a new whitelist. It's good to do it early in the connection process here because if we wait until later, // the client may have loaded some files w/o the proper whitelist restrictions and we'd have to reload them. diff --git a/engine/modelloader.cpp b/engine/modelloader.cpp index a51cd110..46e42877 100644 --- a/engine/modelloader.cpp +++ b/engine/modelloader.cpp @@ -956,13 +956,13 @@ void EnableHDR( bool bEnable ) /// ancient bugs, hence the kill switch. bool bUpdateOffline = mod_offline_hdr_switch.GetBool(); #ifndef DEDICATED - extern void V_RenderVGuiOnly(); + extern void V_RenderSwapBuffers(); #endif if ( bUpdateOffline ) { #ifndef DEDICATED - V_RenderVGuiOnly(); + V_RenderSwapBuffers(); #endif materials->ReleaseResources(); } @@ -986,7 +986,7 @@ void EnableHDR( bool bEnable ) #ifndef DEDICATED if ( bUpdateOffline ) { - V_RenderVGuiOnly(); + V_RenderSwapBuffers(); } #endif } diff --git a/engine/view.cpp b/engine/view.cpp index 04772894..61532c57 100644 --- a/engine/view.cpp +++ b/engine/view.cpp @@ -171,6 +171,18 @@ void V_RenderVGuiOnly( void ) Shader_SwapBuffers(); } +void V_RenderSwapBuffers( void ) +{ + materials->BeginFrame( host_frametime ); + g_EngineRenderer->FrameBegin(); + + UpdateMaterialSystemConfig(); + + g_EngineRenderer->FrameEnd( ); + materials->EndFrame(); + + Shader_SwapBuffers(); +} void FullViewColorAdjustment( ) {