qglDepthMask(1);CHECKGLERROR
qglColorMask(1,1,1,1);CHECKGLERROR
qglClearColor(0,0,0,0);CHECKGLERROR
- qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+ R_ClearScreen();
+ r_view.clear = false;
if(scr_stipple.integer)
{
qglDisable(GL_POLYGON_STIPPLE);
if (r_timereport_active)
- R_TimeReport("clearscreeb");
+ R_TimeReport("screenclear");
qglDrawBuffer(GL_BACK);
// global RGB color multiplier for rendering, this is required by HDR
float colorscale;
+ // whether to call R_ClearScreen before rendering stuff
+ qboolean clear;
+
// whether to draw r_showtris and such, this is only true for the main
// view render, all secondary renders (HDR, mirrors, portals, cameras,
// distortion effects, etc) omit such debugging information
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
R_RenderScene(false);
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
}
r_view = originalview;
+ r_view.clear = true;
r_waterstate.renderingscene = false;
}
return;
R_ClearScreen();
if (r_timereport_active)
- R_TimeReport("hdrclear");
-
+ R_TimeReport("viewclear");
// restore the view settings
r_view.width = oldwidth;
R_ResetViewRendering3D();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("viewclear");
+ if (r_view.clear)
+ {
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+ r_view.clear = true;
r_view.showdebug = true;