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r_drawworld 0 fails (fix) #107
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@Baker7 What does adding that line do? Is it because Can you also give me an example of how I would test the fix, please? |
To test: Start up a map Type r_drawworld 0 ... it should draw entities and such, but not map. Then type r_drawworld 1, it should draw everything again. r_drawworld 0 can be invaluable during engine or map testing, you can see every entity being draw from your view. You can also use it to determine if something is an entity.
|
I tried adding that line and it caused a segfault in
diff --git a/cl_screen.c b/cl_screen.c
index 04d25a01..6f0d3ccc 100644
--- a/cl_screen.c
+++ b/cl_screen.c
@@ -1686,6 +1686,8 @@ static void SCR_DrawScreen (void)
CL_VM_UpdateView(r_stereo_side ? 0.0 : max(0.0, cl.time - cl.oldtime));
else
{
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
+
// Prepare the scene mesh for rendering - this is lightning beams and other effects rendered as normal surfaces
CL_MeshEntities_Scene_FinalizeRenderEntity(); |
It no longer crashes during the demo so I've raised a PR to implement the change. |
r_drawworld 0 sometimes does not work ...
cl_screen.c
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