Flush framebuffer/depthbuffer after rendering the 3d scene. This allows screen effects such as smoke, sparks or electro-bastard ray to display correctly. Signed-off-by: Artur Rojek <contact@artur-rojek.eu>
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@ -12,6 +12,7 @@
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#include "globvars.h"
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#include "globvrpb.h"
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#include "grafdata.h"
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#include "harness/hooks.h"
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#include "harness/os.h"
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#include "harness/trace.h"
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#include "init.h"
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@ -1615,6 +1616,7 @@ void RenderAFrame(int pDepth_mask_on) {
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ProcessTrack(gUniverse_actor, &gProgram_state.track_spec, gCamera, &gCamera_to_world, 1);
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}
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RenderSplashes();
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Harness_Hook_FlushRenderer(); /* Dethrace. Flush buffers into memory. */
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RenderSmoke(gRender_screen, gDepth_buffer, gCamera, &gCamera_to_world, gFrame_period);
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RenderSparks(gRender_screen, gDepth_buffer, gCamera, &gCamera_to_world, gFrame_period);
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RenderProximityRays(gRender_screen, gDepth_buffer, gCamera, &gCamera_to_world, gFrame_period);
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