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@@ -107,6 +107,13 @@ void TheGame(void);
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void DebugMenuPopulate(void);
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#endif
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
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#else
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#define CLEARMODE (rwCAMERACLEARZ)
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#endif
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void
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ValidateVersion()
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{
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@@ -151,7 +158,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@@ -170,7 +177,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@@ -849,9 +856,130 @@ DisplayGameDebugText()
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}
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#endif
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#ifdef NEW_RENDERER
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bool gbRenderRoads = true;
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bool gbRenderEverythingBarRoads = true;
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bool gbRenderFadingInUnderwaterEntities = true;
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bool gbRenderFadingInEntities = true;
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bool gbRenderWater = true;
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bool gbRenderBoats = true;
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bool gbRenderVehicles = true;
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bool gbRenderWorld0 = true;
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bool gbRenderWorld1 = true;
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bool gbRenderWorld2 = true;
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void
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MattRenderScene(void)
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{
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// this calls CMattRenderer::Render
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CWorld::AdvanceCurrentScanCode();
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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// CClock::CalcEnvMapTimeMultiplicator
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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CRenderer::ConstructRenderList();
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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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CRenderer::PreRender();
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CCoronas::RenderReflections();
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if(gbRenderWorld1)
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CRenderer::RenderWorld(1); // opaque
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if(gbRenderRoads)
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CRenderer::RenderRoads();
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// not sure where to put these since LCS has no underwater entities
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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if(gbRenderFadingInUnderwaterEntities)
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CRenderer::RenderFadingInUnderwaterEntities();
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if(gbRenderWater)
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CRenderer::RenderTransparentWater();
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if(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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// get env map here?
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// moved this:
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// CRenderer::RenderFadingInEntities();
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}
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void
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RenderScene_new(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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// moved CRenderer::RenderBoats to before transparent water
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}
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// TODO
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bool FredIsInFirstPersonCam(void) { return true; } // this seems to give the best result in all cases
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void
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RenderEffects_new(void)
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{
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CRenderer::RenderPeds();
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CShadows::RenderStaticShadows();
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// CRenderer::GenerateEnvironmentMap
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CRubbish::Render();
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// these aren't really effects
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DefinedState();
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if(FredIsInFirstPersonCam()){
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DefinedState();
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C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehicles();
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}else{
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if(gbRenderVehicles)
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CRenderer::RenderVehicles();
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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}
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// better render these after transparent world
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if(gbRenderFadingInEntities)
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CRenderer::RenderFadingInEntities();
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// actual effects here
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CGlass::Render();
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// CMattRenderer::ResetRenderStates
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DefinedState();
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CCoronas::RenderSunReflection();
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CWeather::RenderRainStreaks();
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// CWeather::AddSnow
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CWaterCannons::Render();
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CAntennas::Render();
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CSpecialFX::Render();
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CRopes::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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#endif
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void
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RenderScene(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderScene_new();
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return;
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}
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#endif
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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@@ -885,6 +1013,12 @@ RenderDebugShit(void)
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void
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RenderEffects(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderEffects_new();
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return;
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}
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#endif
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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@@ -1061,6 +1195,10 @@ Idle(void *arg)
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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#endif
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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tbStartTimer(0, "CnstrRenderList");
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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@@ -1071,6 +1209,7 @@ Idle(void *arg)
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tbStartTimer(0, "PreRender");
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CRenderer::PreRender();
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tbEndTimer("PreRender");
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}
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#ifdef FIX_BUGS
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
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@@ -1125,7 +1264,7 @@ Idle(void *arg)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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}
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@@ -1174,7 +1313,7 @@ FrontendIdle(void)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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@@ -1450,7 +1589,7 @@ void TheGame(void)
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{
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CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if (!RsCameraBeginUpdate(Scene.camera))
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break;
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}
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