edward850 wrote:
Simplified: Player prediction is done by rendering it earlier in the game state. Gzdoom's GL render hasn't accounted for the changes yet.
Grrr... Not again. Gez never seems to check if some change in the code requires adjustment of the GL parts.
I added the missing call to the equivalent point to where it is in the software renderer - but I'm currently on a computer where I can't compile the engine so someone else will have to do any checks.
Still, why is this call buried somewhere deep in the rendering code? Shouldn't it be done by the play engine
before calling the renderer and reset after rendering finishes (like, in the 2 places that call the renderer - D_Display and FCanvasTextureInfo::UpdateAll ())
I spent some time last year to untangle the renderer from such stuff but it seems there's still some interactions left that need to be handled. In an ideal state the renderer should never - even temporarily - alter play data - just process it for display.