void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect) { // check if should bother with a render GameConnection * con = GameConnection::getConnectionToServer(); bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f); if(!skipRender || true) Parent::onRender(offset, updateRect); }
void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect) { // check if should bother with a render GameConnection * con = GameConnection::getConnectionToServer(); bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f); if(!skipRender || true) Parent::onRender(offset, updateRect); #ifdef TORQUE_DEMO_WATERMARK mWatermark.render(getExtent()); #endif }