Fixed drawing of fullscreen sprites in title

This commit is contained in:
MontyTRC89 2024-01-12 05:47:35 +01:00
parent e4b286e41d
commit 188b69e5aa

View file

@ -1099,19 +1099,20 @@ namespace TEN::Renderer
{ {
_context->ClearDepthStencilView(_backBuffer.DepthStencilView.Get(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0); _context->ClearDepthStencilView(_backBuffer.DepthStencilView.Get(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
_context->ClearRenderTargetView(_backBuffer.RenderTargetView.Get(), Colors::Black); _context->ClearRenderTargetView(_backBuffer.RenderTargetView.Get(), Colors::Black);
RenderInventoryScene(&_backBuffer, &_dumpScreenRenderTarget); RenderInventoryScene(&_backBuffer, &_dumpScreenRenderTarget);
_swapChain->Present(0, 0); _swapChain->Present(0, 0);
} }
void Renderer::RenderTitle() void Renderer::RenderTitle()
{ {
RenderScene(&_dumpScreenRenderTarget, false, _gameCamera);
_context->ClearDepthStencilView(_backBuffer.DepthStencilView.Get(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0); _context->ClearDepthStencilView(_backBuffer.DepthStencilView.Get(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
_context->ClearRenderTargetView(_backBuffer.RenderTargetView.Get(), Colors::Black); _context->ClearRenderTargetView(_backBuffer.RenderTargetView.Get(), Colors::Black);
RenderScene(&_backBuffer, false, _gameCamera); RenderInventoryScene(&_backBuffer, &_dumpScreenRenderTarget);
_context->ClearDepthStencilView(_backBuffer.DepthStencilView.Get(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
RenderInventoryScene(&_backBuffer, nullptr);
DrawAllStrings(); DrawAllStrings();
_swapChain->Present(0, 0); _swapChain->Present(0, 0);