Пример #1
0
/*
** 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);
}
Пример #2
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;
}
Пример #3
0
/*
** 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);
}