Make sure DisplayMesh() at least does some kind of render

This commit is contained in:
baldurk
2015-11-13 17:45:11 +01:00
parent 743438d5bd
commit b09bc089ef
+16 -5
View File
@@ -585,11 +585,22 @@ void ReplayOutput::DisplayMesh()
{
FetchDrawcall *draw = m_pRenderer->GetDrawcallByEID(m_EventID, m_LastDeferredEvent);
if(!draw) return;
if(m_MainOutput.outputID == 0) return;
if(m_Width <= 0 || m_Height <= 0) return;
if(m_RenderData.meshDisplay.type == eMeshDataStage_Unknown) return;
if((draw->flags & eDraw_Drawcall) == 0) return;
bool nomesh = false;
if(draw == NULL ||
m_MainOutput.outputID == 0 ||
m_Width <= 0 || m_Height <= 0 ||
(m_RenderData.meshDisplay.type == eMeshDataStage_Unknown) ||
(draw->flags & eDraw_Drawcall) == 0
)
{
float color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
m_pDevice->ClearOutputWindowColour(m_MainOutput.outputID, color);
m_pDevice->RenderCheckerboard(Vec3f(0.666f, 0.666f, 0.666f), Vec3f(0.333f, 0.333f, 0.333f));
return;
}
if(draw && m_OverlayDirty)
{