/* ** RE_BeginRegistration */ void RE_BeginRegistration(glconfig_t *glconfigOut) { R_Init(); *glconfigOut = glConfig; R_SyncRenderThread(); tr.visIndex = 0; memset(tr.visClusters, -2, sizeof(tr.visClusters)); // force markleafs to regenerate R_ClearFlares(); RE_ClearScene(); // HACK: give world entity white color for "colored" shader keyword tr.worldEntity.e.shaderRGBA[0] = 255; tr.worldEntity.e.shaderRGBA[1] = 255; tr.worldEntity.e.shaderRGBA[2] = 255; tr.worldEntity.e.shaderRGBA[3] = 255; tr.worldEntity.e.nonNormalizedAxes = qfalse; // RB: world will be never ignored by occusion query test tr.worldEntity.occlusionQuerySamples = 1; tr.registered = qtrue; // NOTE: this sucks, for some reason the first stretch pic is never drawn // without this we'd see a white flash on a level load because the very // first time the level shot would not be drawn RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0); }
/* ** RE_BeginRegistration */ void RE_BeginRegistration( glconfig_t *glconfigOut ) { R_Init(); *glconfigOut = glConfig; R_IssuePendingRenderCommands(); tr.viewCluster = -1; // force markleafs to regenerate R_ClearFlares(); RE_ClearScene(); tr.registered = qtrue; }
/* ** RE_BeginRegistration */ void RE_BeginRegistration( glconfig_t *glconfigOut ) { R_Init(); *glconfigOut = glConfig; R_SyncRenderThread(); tr.viewCluster = -1; // force markleafs to regenerate R_ClearFlares(); RE_ClearScene(); tr.registered = qtrue; // NOTE: this sucks, for some reason the first stretch pic is never drawn // without this we'd see a white flash on a level load because the very // first time the level shot would not be drawn RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0); }