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