remove Update. DISPLAY has enough places to hook, and doesn't need access to the gameplay timer. Do this stuff in EndFrame instead.
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@@ -279,11 +279,6 @@ CString RageDisplay_D3D::Init( VideoModeParams p )
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return SetVideoMode( p, bIgnore );
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}
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void RageDisplay_D3D::Update(float fDeltaTime)
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{
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GraphicsWindow::Update();
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}
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RageDisplay_D3D::~RageDisplay_D3D()
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{
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LOG->Trace( "RageDisplay_D3D::~RageDisplay()" );
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@@ -650,6 +645,8 @@ void RageDisplay_D3D::EndFrame()
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g_pd3dDevice->EndScene();
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g_pd3dDevice->Present( 0, 0, 0, 0 );
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ProcessStatsOnFlip();
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GraphicsWindow::Update();
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}
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bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
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@@ -9,7 +9,6 @@ public:
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RageDisplay_D3D();
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~RageDisplay_D3D();
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CString Init( VideoModeParams p );
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void Update(float fDeltaTime);
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void ResolutionChanged();
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const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const;
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