- Timestamp:
- Nov 18, 2022, 8:59:18 PM (21 months ago)
- File:
-
- 1 edited
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ps/trunk/source/tools/atlas/GameInterface/ActorViewer.cpp
r27111 r27232 45 45 #include "ps/ProfileViewer.h" 46 46 #include "ps/VideoMode.h" 47 48 47 49 #include "renderer/Renderer.h" 48 50 #include "renderer/RenderingOptions.h" … … 510 512 // TODO: ActorViewer should reuse CRenderer code and not duplicate it. 511 513 514 515 512 516 // Set simulation context for rendering purposes 513 g_Renderer.GetSceneRenderer().SetSimulation(&m.Simulation2);517 .SetSimulation(&m.Simulation2); 514 518 515 519 // Find the centre of the interesting region, in the middle of the patch … … 527 531 camera.UpdateFrustum(); 528 532 529 g_Renderer.GetSceneRenderer().SetSceneCamera(camera, camera);533 .SetSceneCamera(camera, camera); 530 534 531 535 g_Renderer.BeginFrame(); 532 536 533 g_Renderer.GetSceneRenderer().RenderScene(g_Renderer.GetDeviceCommandContext(), m); 534 535 { 536 CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), g_Renderer.GetDeviceCommandContext()); 537 Renderer::Backend::IDeviceCommandContext* deviceCommandContext = 538 g_Renderer.GetDeviceCommandContext(); 539 540 sceneRenderer.PrepareScene(deviceCommandContext, m); 541 542 deviceCommandContext->BeginFramebufferPass( 543 deviceCommandContext->GetDevice()->GetCurrentBackbuffer()); 544 545 sceneRenderer.RenderScene(deviceCommandContext); 546 sceneRenderer.RenderSceneOverlays(deviceCommandContext); 547 548 { 549 CCanvas2D canvas(g_xres, g_yres, g_VideoMode.GetScale(), deviceCommandContext); 537 550 g_Logger->Render(canvas); 538 551 g_ProfileViewer.RenderProfile(canvas); 539 552 } 553 554 540 555 541 556 g_Renderer.EndFrame();
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