================
*/
void R_RenderView(void)
-{
- if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
- return; //Host_Error ("R_RenderView: NULL worldmodel");
-
- CHECKGLERROR
- if (r_timereport_active)
- R_TimeReport("setup");
-
- R_View_Update();
- if (r_timereport_active)
- R_TimeReport("visibility");
-
- // GL is weird because it's bottom to top, r_view.y is top to bottom
- R_ResetViewRendering();
-
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
-
- // this produces a bloom texture to be used in R_BlendView() later
- if (r_hdr.integer)
- R_HDR_RenderBloomTexture();
-
- r_view.colorscale = r_hdr_scenebrightness.value;
- R_RenderScene();
-
- R_BlendView();
- if (r_timereport_active)
- R_TimeReport("blendview");
-
- GL_Scissor(0, 0, vid.width, vid.height);
- GL_ScissorTest(false);
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
{
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
R_ResetViewRendering();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
- R_ResetViewRendering();
-
R_ClearScreen();
if (r_timereport_active)
R_TimeReport("clear");
extern void R_DrawPortals (void);
void R_RenderScene(void)
{
+ DrawQ_Finish();
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();