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hub / github.com/BohemiaInteractive/CWR / FinishDraw

Method FinishDraw

engine/PoseidonGL33/EngineGL33_Lifecycle.cpp:186–218  ·  view source on GitHub ↗

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184}
185
186void EngineGL33::FinishDraw()
187{
188 if (_frameOpen)
189 {
190 // Safety: if the frame ended while the world viewport was still
191 // cropped (no 2D draw followed the 3D pass), restore it + bars.
192 EndWorldViewport();
193 // The active pass debug group must not span the swap.
194 ClosePassDebugGroup();
195 base::FinishDraw();
196 base::DrawFinishTexts();
197
198 CloseAllQueues(_queueNo);
199
200 LOG_DEBUG(
201 Graphics,
202 "GL33: frame meshDraws={} totalIndices={} addVertCalls={} totalVerts={} queueFanCalls={} totalFanTris={}",
203 _dbgMeshDrawCalls, _dbgMeshTotalIndices, _dbgAddVerticesCalls, _dbgTotalVertices, _dbgQueueFanCalls,
204 _dbgTotalFanTris);
205 _dbgMeshDrawCalls = 0;
206 _dbgMeshTotalIndices = 0;
207 _dbgAddVerticesCalls = 0;
208 _dbgTotalVertices = 0;
209 _dbgQueueFanCalls = 0;
210 _dbgTotalFanTris = 0;
211
212 _frameOpen = false;
213 DiscardVB();
214
215 if (_textBank)
216 _textBank->FinishFrame();
217 }
218}
219
220void EngineGL33::NextFrame()
221{

Callers

nothing calls this directly

Calls 1

FinishFrameMethod · 0.45

Tested by

no test coverage detected