#188 always clear with opengl/d3d9 renderers
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2 changed files with 2 additions and 22 deletions
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@ -421,7 +421,6 @@ DWORD WINAPI d3d9_render_main(void)
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fpsl_init();
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BOOL needs_update = FALSE;
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LONG clear_count = 0;
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DWORD timeout = g_ddraw->render.minfps > 0 ? g_ddraw->render.minfps_tick_len : 200;
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@ -434,9 +433,6 @@ DWORD WINAPI d3d9_render_main(void)
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static int tex_index = 0, pal_index = 0;
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if (InterlockedExchange(&g_ddraw->render.clear_screen, FALSE))
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clear_count = 10;
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fpsl_frame_start();
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EnterCriticalSection(&g_ddraw->cs);
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@ -538,11 +534,7 @@ DWORD WINAPI d3d9_render_main(void)
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LeaveCriticalSection(&g_ddraw->cs);
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if (clear_count > 0)
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{
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clear_count--;
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IDirect3DDevice9_Clear(g_d3d9.device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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}
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IDirect3DDevice9_Clear(g_d3d9.device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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IDirect3DDevice9_BeginScene(g_d3d9.device);
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IDirect3DDevice9_DrawPrimitive(g_d3d9.device, D3DPT_TRIANGLESTRIP, 0, 2);
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