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Diffstat (limited to 'apps/plugins/sdl/progs/quake/r_main.c')
-rw-r--r--apps/plugins/sdl/progs/quake/r_main.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/r_main.c b/apps/plugins/sdl/progs/quake/r_main.c
index 4aa14d69da..a7133d1f9a 100644
--- a/apps/plugins/sdl/progs/quake/r_main.c
+++ b/apps/plugins/sdl/progs/quake/r_main.c
@@ -1018,12 +1018,15 @@ void R_RenderView_ (void)
1018 1018
1019 R_SetupFrame (); 1019 R_SetupFrame ();
1020 1020
1021 rb->yield(); // let sound run
1021#ifdef PASSAGES 1022#ifdef PASSAGES
1022SetVisibilityByPassages (); 1023SetVisibilityByPassages ();
1023#else 1024#else
1024 R_MarkLeaves (); // done here so we know if we're in water 1025 R_MarkLeaves (); // done here so we know if we're in water
1025#endif 1026#endif
1026 1027
1028 rb->yield(); // let sound run
1029
1027// make FDIV fast. This reduces timing precision after we've been running for a 1030// make FDIV fast. This reduces timing precision after we've been running for a
1028// while, so we don't do it globally. This also sets chop mode, and we do it 1031// while, so we don't do it globally. This also sets chop mode, and we do it
1029// here so that setup stuff like the refresh area calculations match what's 1032// here so that setup stuff like the refresh area calculations match what's
@@ -1057,6 +1060,7 @@ SetVisibilityByPassages ();
1057 de_time1 = se_time2; 1060 de_time1 = se_time2;
1058 } 1061 }
1059 1062
1063 rb->yield(); // let sound run
1060 R_DrawEntitiesOnList (); 1064 R_DrawEntitiesOnList ();
1061 1065
1062 if (r_dspeeds.value) 1066 if (r_dspeeds.value)
@@ -1065,6 +1069,7 @@ SetVisibilityByPassages ();
1065 dv_time1 = de_time2; 1069 dv_time1 = de_time2;
1066 } 1070 }
1067 1071
1072 rb->yield(); // let sound run
1068 R_DrawViewModel (); 1073 R_DrawViewModel ();
1069 1074
1070 if (r_dspeeds.value) 1075 if (r_dspeeds.value)
@@ -1072,6 +1077,7 @@ SetVisibilityByPassages ();
1072 dv_time2 = Sys_FloatTime (); 1077 dv_time2 = Sys_FloatTime ();
1073 dp_time1 = Sys_FloatTime (); 1078 dp_time1 = Sys_FloatTime ();
1074 } 1079 }
1080 rb->yield(); // let sound run
1075 1081
1076 R_DrawParticles (); 1082 R_DrawParticles ();
1077 1083