aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/client/viewrender.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/game/client/viewrender.cpp')
-rw-r--r--mp/src/game/client/viewrender.cpp18
1 files changed, 11 insertions, 7 deletions
diff --git a/mp/src/game/client/viewrender.cpp b/mp/src/game/client/viewrender.cpp
index a9ef4eb8..a629071b 100644
--- a/mp/src/game/client/viewrender.cpp
+++ b/mp/src/game/client/viewrender.cpp
@@ -2248,7 +2248,7 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
// let vgui know where to render stuff for the forced-to-framebuffer panels
if( UseVR() )
{
- vgui::surface()->SetFullscreenViewportAndRenderTarget( viewFramebufferX, viewFramebufferY, viewFramebufferWidth, viewFramebufferHeight, saveRenderTarget );
+ g_pMatSystemSurface->SetFullscreenViewportAndRenderTarget( viewFramebufferX, viewFramebufferY, viewFramebufferWidth, viewFramebufferHeight, saveRenderTarget );
}
// clear the render target if we need to
@@ -3885,7 +3885,7 @@ static void DrawOpaqueRenderables_DrawStaticProps( CClientRenderablesList::CEntr
for( CClientRenderablesList::CEntry *itEntity = pEntitiesBegin; itEntity < pEntitiesEnd; ++ itEntity )
{
if ( itEntity->m_pRenderable )
- NULL;
+ /**/;
else
continue;
@@ -3935,7 +3935,7 @@ void CRendering3dView::DrawOpaqueRenderables( ERenderDepthMode DepthMode )
RopeManager()->ResetRenderCache();
g_pParticleSystemMgr->ResetRenderCache();
- bool const bDrawopaquestaticpropslast = r_drawopaquestaticpropslast.GetBool();
+ //bool const bDrawopaquestaticpropslast = r_drawopaquestaticpropslast.GetBool();
//
@@ -4101,16 +4101,20 @@ void CRendering3dView::DrawOpaqueRenderables( ERenderDepthMode DepthMode )
for ( int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++ bucket )
{
- if ( bDrawopaquestaticpropslast )
+ // PVS-Studio pointed out that the two sides of the if/else were identical. Fixing
+ // this long-broken behavior would change rendering, so I fixed the code but
+ // commented out the new behavior. Uncomment the if statement and else block
+ // when needed.
+ //if ( bDrawopaquestaticpropslast )
{
DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode );
DrawOpaqueRenderables_DrawStaticProps( pProps[bucket][0], pProps[bucket][1], DepthMode );
}
- else
+ /*else
{
- DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode );
DrawOpaqueRenderables_DrawStaticProps( pProps[bucket][0], pProps[bucket][1], DepthMode );
- }
+ DrawOpaqueRenderables_Range( pEnts[bucket][0], pEnts[bucket][1], DepthMode );
+ }*/
}