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forked from 0ad/0ad

Minot change. The renderer now no longer does any work unless the game state is indicated as "started" by g_Game->IsGameStarted()

This was SVN commit r1199.
This commit is contained in:
Calefaction 2004-09-26 04:05:35 +00:00
parent f888544789
commit 4e93961f92

View File

@ -26,6 +26,7 @@
#include "Texture.h"
#include "LightEnv.h"
#include "CLogger.h"
#include "ps/Game.h"
#include "Model.h"
#include "ModelDef.h"
@ -251,6 +252,9 @@ const RGBAColor& CRenderer::GetOptionColor(enum Option opt) const
// BeginFrame: signal frame start
void CRenderer::BeginFrame()
{
if(!g_Game || !g_Game->IsGameStarted())
return;
// bump frame counter
m_FrameCounter++;
@ -880,6 +884,9 @@ void CRenderer::FlushFrame()
// sort all the models by texture
// std::sort(m_Models.begin(),m_Models.end(),SortModelsByTexture());
if(!g_Game || !g_Game->IsGameStarted())
return;
oglCheck();
// sort all the transparent stuff
@ -930,6 +937,9 @@ void CRenderer::FlushFrame()
// EndFrame: signal frame end; implicitly flushes batched objects
void CRenderer::EndFrame()
{
if(!g_Game || !g_Game->IsGameStarted())
return;
FlushFrame();
g_Renderer.SetTexture(0,0);