bump BRender dependency
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@ -1 +1 @@
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Subproject commit ee344356e359d9b9b310dda08e3be672da9b7f01
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Subproject commit 89861762c3e0743eed484ef5dace8e882ecd1289
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@ -590,13 +590,15 @@ tRace_result MainGameLoop(void) {
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EnterUserMessage();
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EnterUserMessage();
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SkidsPerFrame();
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SkidsPerFrame();
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if (!gWait_for_it) {
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if (!gWait_for_it) {
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#if defined(DETHRACE_3DFX_PATCH) && defined(DETHRACE_FIX_BUGS)
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#if defined(DETHRACE_FIX_BUGS)
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// Fixes issue where returning to race mode from the UI shows 2d elements in the wrong colors for half a second.
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// Fixes issue where returning to race mode from the UI shows 2d elements in the wrong colors for half a second.
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// In 3dfx mode, 2d elements are rendered using `Copy8BitTo16BitRectangleWithTransparency` which uses
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// In 3dfx mode, 2d elements are rendered using `Copy8BitTo16BitRectangleWithTransparency` which uses
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// `gCurrent_palette` to convert 8 bit to 16 bit pixels. `gCurrent_palette` is still set to the interface palette here
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// `gCurrent_palette` to convert 8 bit to 16 bit pixels. `gCurrent_palette` is still set to the interface palette here
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// I couldn't confirm why this does not happen in the original 3dfx executable (or does it?)
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// I couldn't confirm why this does not happen in the original 3dfx executable (or does it?)
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EnsureRenderPalette();
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if (harness_game_config.opengl_3dfx_mode) {
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EnsurePaletteUp();
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EnsureRenderPalette();
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EnsurePaletteUp();
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}
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#endif
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#endif
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RenderAFrame(1);
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RenderAFrame(1);
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}
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}
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