Nothing ever overrides BeginDraw or EndDraw--any time where we might, we just
do the stuff in DrawPrimitives. Remove unneeded virtual calls from the Actor draw path. Fix comments.
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@@ -102,13 +102,13 @@ public:
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NUM_CLOCKS
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NUM_CLOCKS
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};
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};
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void Draw(); // calls, NeedsDraw, BeginDraw, DrawPrimitives, EndDraw
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void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
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virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
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virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
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virtual void BeginDraw(); // pushes transform onto world matrix stack
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void BeginDraw(); // pushes transform onto world matrix stack
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virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
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virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
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virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
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virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
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virtual void DrawPrimitives() {}; // Derivitives should override
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virtual void DrawPrimitives() {}; // Derivatives should override
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virtual void EndDraw(); // pops transform from world matrix stack
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void EndDraw(); // pops transform from world matrix stack
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// TODO: make Update non virtual and change all classes to override UpdateInternal
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// TODO: make Update non virtual and change all classes to override UpdateInternal
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// instead.
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// instead.
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