remove no-longer needed (and non-reentrant) MICROLOG as per today's meeting
This was SVN commit r8542.
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3407983e98
@ -341,7 +341,7 @@ void SetCameraTarget(void* UNUSED(cbdata), float x, float y, float z)
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// Useful for testing the crashlog/stack trace code.
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int Crash(void* UNUSED(cbdata))
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{
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MICROLOG(L"Crashing at user's request.");
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debug_printf(L"Crashing at user's request.\n");
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return *(int*)0;
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}
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@ -220,7 +220,6 @@ static bool quit = false; // break out of main loop
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static void Frame()
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{
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MICROLOG(L"Frame");
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ogl_WarnIfError();
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// get elapsed time
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@ -260,7 +259,6 @@ static void Frame()
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bool is_building_archive; // must come before PROFILE_START's {
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PROFILE_START("build archive");
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MICROLOG(L"build archive");
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is_building_archive = ProgressiveBuildArchive();
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PROFILE_END( "build archive");
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@ -272,13 +270,11 @@ static void Frame()
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if(!is_building_archive)
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{
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PROFILE_START("reload changed files");
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MICROLOG(L"reload changed files");
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ReloadChangedFiles();
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PROFILE_END( "reload changed files");
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}
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PROFILE_START("progressive load");
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MICROLOG(L"progressive load");
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ProgressiveLoad();
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PROFILE_END("progressive load");
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@ -287,7 +283,6 @@ static void Frame()
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PROFILE_END("renderer incremental load");
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PROFILE_START("input");
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MICROLOG(L"input");
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PumpEvents();
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PROFILE_END("input");
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@ -312,7 +307,6 @@ static void Frame()
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ogl_WarnIfError();
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PROFILE_START("gui tick");
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MICROLOG(L"gui tick");
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g_GUI->TickObjects();
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PROFILE_END("gui tick");
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@ -364,9 +358,7 @@ static void Frame()
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ogl_WarnIfError();
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if(need_render)
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{
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MICROLOG(L"render");
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Render();
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MICROLOG(L"finished render");
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PROFILE_START( "swap buffers" );
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SDL_GL_SwapBuffers();
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PROFILE_END( "swap buffers" );
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@ -19,7 +19,7 @@
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// "engine"-specific PCH:
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#include "ps/Pyrogenesis.h" // MICROLOG and old error system
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#include "ps/Pyrogenesis.h" // old error system
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#if HAVE_PCH
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@ -176,7 +176,6 @@ static void ProcessCommandLineArgs(const CmdLineArgs& args)
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void CONFIG_Init(const CmdLineArgs& args)
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{
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TIMER(L"CONFIG_Init");
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MICROLOG(L"init config");
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new CConfigDB;
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@ -194,8 +194,6 @@ void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
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void Render()
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{
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MICROLOG(L"begin frame");
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ogl_WarnIfError();
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CStr skystring = "255 0 255";
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@ -291,7 +289,6 @@ void Render()
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glPopMatrix();
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glPopAttrib();
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MICROLOG(L"end frame");
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g_Renderer.EndFrame();
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ogl_WarnIfError();
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@ -569,7 +566,6 @@ static void InitRenderer()
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// create the material manager
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new CMaterialManager;
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MICROLOG(L"init renderer");
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g_Renderer.Open(g_xres,g_yres);
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// Setup lighting environment. Since the Renderer accesses the
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@ -591,7 +587,6 @@ static void InitRenderer()
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static void InitSDL()
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{
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MICROLOG(L"init sdl");
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
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{
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LOG(CLogger::Error, LOG_CATEGORY, L"SDL library initialization failed: %hs", SDL_GetError());
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@ -618,8 +613,6 @@ void EndGame()
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void Shutdown(int UNUSED(flags))
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{
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MICROLOG(L"Shutdown");
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EndGame();
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ShutdownPs(); // Must delete g_GUI before g_ScriptingHost
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@ -689,8 +682,6 @@ void Shutdown(int UNUSED(flags))
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void EarlyInit()
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{
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MICROLOG(L"EarlyInit");
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// If you ever want to catch a particular allocation:
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//_CrtSetBreakAlloc(232647);
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@ -724,14 +715,11 @@ static bool Autostart(const CmdLineArgs& args);
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void Init(const CmdLineArgs& args, int flags)
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{
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MICROLOG(L"Init");
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h_mgr_init();
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// Do this as soon as possible, because it chdirs
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// and will mess up the error reporting if anything
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// crashes before the working directory is set.
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MICROLOG(L"init vfs");
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InitVfs(args);
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// This must come after VFS init, which sets the current directory
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@ -770,7 +758,6 @@ void Init(const CmdLineArgs& args, int flags)
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g_ScriptStatsTable = new CScriptStatsTable;
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g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
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MICROLOG(L"init scripting");
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InitScripting(); // before GUI
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// g_ConfigDB, command line args, globals
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@ -24,8 +24,6 @@ Standard declarations which are included in all projects.
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#ifndef INCLUDED_PYROGENESIS
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#define INCLUDED_PYROGENESIS
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#define MICROLOG debug_wprintf_mem
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// overrides ah_translate. registered in GameSetup.cpp
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extern const wchar_t* psTranslate(const wchar_t* text);
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extern void psTranslateFree(const wchar_t* text);
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@ -30,7 +30,6 @@
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#include "Renderer.h"
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#include "maths/Matrix3D.h"
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#include "maths/MathUtil.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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@ -874,17 +873,14 @@ void CRenderer::RenderPatches()
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// switch on wireframe if we need it
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if (m_TerrainRenderMode==WIREFRAME) {
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MICROLOG(L"wireframe on");
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}
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// render all the patches, including blend pass
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MICROLOG(L"render patch submissions");
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m->terrainRenderer->RenderTerrain(m_Options.m_Shadows ? m->shadow : 0);
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if (m_TerrainRenderMode==WIREFRAME) {
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// switch wireframe off again
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MICROLOG(L"wireframe off");
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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} else if (m_TerrainRenderMode==EDGED_FACES) {
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// edged faces: need to make a second pass over the data:
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@ -1223,7 +1219,6 @@ void CRenderer::RenderSubmissions()
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if (m_Options.m_Shadows)
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{
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MICROLOG(L"render shadows");
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RenderShadowMap();
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}
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@ -1243,7 +1238,6 @@ void CRenderer::RenderSubmissions()
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}
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// render submitted patches and models
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MICROLOG(L"render patches");
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RenderPatches();
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ogl_WarnIfError();
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@ -1263,24 +1257,20 @@ void CRenderer::RenderSubmissions()
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PROFILE_END("render overlays");
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ogl_WarnIfError();
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MICROLOG(L"render models");
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RenderModels();
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ogl_WarnIfError();
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// render transparent stuff, so it can overlap models/terrain
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MICROLOG(L"render transparent");
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RenderTransparentModels();
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ogl_WarnIfError();
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// render water
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if (m_WaterManager->m_RenderWater && g_Game)
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{
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MICROLOG(L"render water");
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m->terrainRenderer->RenderWater();
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ogl_WarnIfError();
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// render transparent stuff again, so it can overlap the water
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MICROLOG(L"render transparent 2");
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RenderTransparentModels();
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ogl_WarnIfError();
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@ -1298,14 +1288,12 @@ void CRenderer::RenderSubmissions()
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Particle Engine Rendering.
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MICROLOG(L"render particles");
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CParticleEngine::GetInstance()->RenderParticles();
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ogl_WarnIfError();
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// render debug lines
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if (m_DisplayFrustum)
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{
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MICROLOG(L"display frustum");
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DisplayFrustum();
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m->shadow->RenderDebugDisplay();
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ogl_WarnIfError();
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@ -1318,7 +1306,6 @@ void CRenderer::RenderSubmissions()
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ogl_WarnIfError();
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// empty lists
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MICROLOG(L"empty lists");
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m->terrainRenderer->EndFrame();
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m->overlayRenderer.EndFrame();
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@ -1445,12 +1432,10 @@ void CRenderer::RenderScene(Scene *scene)
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{
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CFrustum frustum = m_CullCamera.GetFrustum();
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MICROLOG(L"collect objects");
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scene->EnumerateObjects(frustum, this);
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ogl_WarnIfError();
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MICROLOG(L"flush objects");
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RenderSubmissions();
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}
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@ -34,7 +34,6 @@
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/World.h"
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#include "simulation2/Simulation2.h"
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@ -166,7 +165,6 @@ void TerrainRenderer::RenderTerrain(ShadowMap* shadow)
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// render everything fullbright
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// set up texture environment for base pass
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MICROLOG(L"base splat textures");
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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