Make oversize screenshots be perfectly seamless
--HG-- branch : multipass-stereo
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bf8ad82e21
commit
93d856b394
3 changed files with 69 additions and 53 deletions
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@ -542,9 +542,11 @@ void renderSceneScreenShot (uint left, uint right, uint top, uint bottom, uint s
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CCameraBackup cbScene = setupCameraForScreenshot(*Scene, left, right, top, bottom, screenShotWidth, screenShotHeight);
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CCameraBackup cbCanopy = setupCameraForScreenshot(*SceneRoot, left, right, top, bottom, screenShotWidth, screenShotHeight);
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// sky setup are copied from main scene before rendering so no setup done here
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commitCameraSky();
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renderScene(ClientCfg.ScreenShotFullDetail, ClientCfg.Bloom);
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restoreCamera(*Scene, cbScene);
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restoreCamera(*SceneRoot, cbCanopy);
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commitCameraSky();
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}
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// ***************************************************************************
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@ -352,6 +352,12 @@ void displaySceneProfiles();
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// validate current dialogs (end them if the player is too far from its interlocutor)
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void validateDialogs(const CGameContextMenu &gcm);
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// ***************************************************************************
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enum TSkyMode { NoSky, OldSky, NewSky };
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static TSkyMode s_SkyMode = NoSky;
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void preRenderNewSky ()
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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@ -362,29 +368,31 @@ void preRenderNewSky ()
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cd.Hour = 12.f;
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}
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sky.setup(cd, SmoothedClientDate, WeatherManager.getWeatherValue(), MainFogState.FogColor, Scene->getSunDirection(), false);
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// setup camera
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CFrustum frust = MainCam.getFrustum();
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UCamera camSky = sky.getScene()->getCam();
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sky.getScene()->setViewport(Scene->getViewport());
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camSky.setTransformMode(UTransform::DirectMatrix);
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// must have our own Far!!!
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frust.Far= SkyCameraZFar;
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camSky.setFrustum(frust);
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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skyCameraMatrix= MainCam.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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camSky.setMatrix(skyCameraMatrix);
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}
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//uint32 MainLoopCounter = 0;
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void commitCameraSky()
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{
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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// setup camera
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CFrustum frust = MainCam.getFrustum();
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UCamera camSky = sky.getScene()->getCam();
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sky.getScene()->setViewport(Scene->getViewport());
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camSky.setTransformMode(UTransform::DirectMatrix);
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// must have our own Far!!!
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frust.Far= SkyCameraZFar;
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camSky.setFrustum(frust);
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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skyCameraMatrix= MainCam.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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camSky.setMatrix(skyCameraMatrix);
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}
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}
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// ***************************************************************************
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enum TSkyMode { NoSky, OldSky, NewSky };
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// ***************************************************************************
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void beginRenderCanopyPart()
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{
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SceneRoot->beginPartRender();
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@ -403,17 +411,17 @@ void endRenderMainScenePart()
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Scene->endPartRender(true);
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}
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void beginRenderSkyPart(TSkyMode skyMode)
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void beginRenderSkyPart()
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{
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if(skyMode == NewSky)
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->beginPartRender();
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}
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}
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void endRenderSkyPart(TSkyMode skyMode)
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void endRenderSkyPart()
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{
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if(skyMode == NewSky)
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->endPartRender(false);
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@ -463,12 +471,12 @@ static void renderMainScenePart(UScene::TRenderPart renderPart)
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// ***************************************************************************************************************************
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// Render a part of the sky
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static void renderSkyPart(UScene::TRenderPart renderPart, TSkyMode skyMode)
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static void renderSkyPart(UScene::TRenderPart renderPart)
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{
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nlassert(skyMode != NoSky);
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nlassert(s_SkyMode != NoSky);
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Driver->setDepthRange(SKY_DEPTH_RANGE_START, 1.f);
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Driver->enableFog(false);
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if (skyMode == NewSky)
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if (s_SkyMode == NewSky)
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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sky.getScene()->renderPart(renderPart);
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@ -605,6 +613,29 @@ void updateWeather()
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Driver->setPolygonMode(oldMode);
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}
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#endif
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// Update new sky
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if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
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{
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if(Driver->getPolygonMode() == UDriver::Filled)
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{
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if (Filter3D[FilterSky])
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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if (sky.getScene())
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{
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s_SkyMode = NewSky;
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sky.getScene()->animate(TimeInSec-FirstTimeInSec);
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// Setup the sky camera
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preRenderNewSky();
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}
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else
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{
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s_SkyMode = OldSky;
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}
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}
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}
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}
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}
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// ***************************************************************************************************************************
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@ -638,36 +669,13 @@ void renderScene()
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if(Scene_Profile)
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Scene->profileNextRender();
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TSkyMode skyMode = NoSky;
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if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
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{
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if(Driver->getPolygonMode() == UDriver::Filled)
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{
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if (Filter3D[FilterSky])
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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if (sky.getScene())
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{
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skyMode = NewSky;
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sky.getScene()->animate(TimeInSec-FirstTimeInSec);
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// Setup the sky camera
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preRenderNewSky();
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}
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else
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{
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skyMode = OldSky;
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}
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}
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}
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}
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// initialisation of polygons renderer
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CLandscapePolyDrawer::getInstance().beginRenderLandscapePolyPart();
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// Start Part Rendering
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beginRenderCanopyPart();
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beginRenderMainScenePart();
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beginRenderSkyPart(skyMode);
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beginRenderSkyPart();
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// Render part
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// WARNING: always must begin rendering with at least UScene::RenderOpaque,
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// else dynamic shadows won't work
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@ -677,12 +685,12 @@ void renderScene()
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// render of polygons on landscape
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CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
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if (skyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent), skyMode);
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if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent));
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renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
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renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
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if (skyMode == NewSky) renderSkyPart(UScene::RenderFlare, skyMode);
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if (s_SkyMode == NewSky) renderSkyPart(UScene::RenderFlare);
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// End Part Rendering
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endRenderSkyPart(skyMode);
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endRenderSkyPart();
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endRenderMainScenePart();
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endRenderCanopyPart();
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@ -1550,7 +1558,7 @@ bool mainLoop()
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}
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#endif
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// TODO: Verify that moving this out of renderScene does not negatively impact oversize screenshots.
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// Update weather
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updateWeather();
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if (ClientCfg.Bloom)
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@ -1570,6 +1578,9 @@ bool mainLoop()
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s_ForceFullDetail.set();
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}
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// Commit camera changes to the sky camera
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commitCameraSky();
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// Render scene
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renderScene();
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@ -33,6 +33,9 @@ void renderScene();
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void renderScene(bool forceFullDetail, bool bloom);
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void setDefaultChatWindow(CChatWindow *defaultChatWindow);
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// Commit sky scene camera for rendering
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void commitCameraSky();
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void updateDayNightCycleHour();
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