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hub / github.com/OGSR/OGSR-Engine / Render_MAIN

Method Render_MAIN

ogsr_engine/xrGame/HUDManager.cpp:241–263  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

239void CHUDManager::Render_SMAP(u32 context_id) { Render_Actor_Shadow(context_id); }
240
241void CHUDManager::Render_MAIN(u32 context_id)
242{
243 if (nullptr == pUI)
244 return;
245
246 if (!need_render_hud())
247 return;
248
249 ZoneScoped;
250
251 std::scoped_lock slock(render_lock);
252
253 // hud itself
254 {
255 CObject* O = g_pGameLevel->CurrentViewEntity();
256 const auto root = O->H_Root();
257 root->renderable_HUD(true);
258 O->OnHUDDraw(this, context_id, root);
259 root->renderable_HUD(false);
260 }
261
262 // Render_Actor_FirstPersonBody(context_id);
263}
264
265void CHUDManager::Render_Actor_Shadow(u32 context_id) // added by KD
266{

Callers 1

main_pass_dynamicMethod · 0.80

Calls 2

need_render_hudFunction · 0.85
OnHUDDrawMethod · 0.45

Tested by

no test coverage detected