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some rendering things
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@ -191,7 +191,7 @@ CGame::InitialiseRenderWare(void)
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CVisibilityPlugins::Initialise();
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/* Create camera */
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Scene.camera = CameraCreate(RsGlobal.width, RsGlobal.height, TRUE);
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Scene.camera = CameraCreate(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE);
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ASSERT(Scene.camera != nil);
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if (!Scene.camera)
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{
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@ -890,18 +890,18 @@ void
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MattRenderScene(void)
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{
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// this calls CMattRenderer::Render
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CWorld::AdvanceCurrentScanCode();
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/// CWorld::AdvanceCurrentScanCode();
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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/// CRenderer::ClearForFrame(); // before ConstructRenderList
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// CClock::CalcEnvMapTimeMultiplicator
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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CRenderer::ConstructRenderList();
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/// CRenderer::ConstructRenderList(); // before PreRender
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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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CRenderer::PreRender();
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/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
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CCoronas::RenderReflections();
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if(gbRenderWorld1)
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CRenderer::RenderWorld(1); // opaque
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@ -1213,13 +1213,16 @@ Idle(void *arg)
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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#endif
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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tbStartTimer(0, "CnstrRenderList");
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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#endif
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
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CRenderer::ClearForFrame();
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}
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#endif
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CRenderer::ConstructRenderList();
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tbEndTimer("CnstrRenderList");
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@ -1227,7 +1230,6 @@ Idle(void *arg)
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tbStartTimer(0, "PreRender");
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CRenderer::PreRender();
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tbEndTimer("PreRender");
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}
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#ifdef FIX_BUGS
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
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