#include "Contents/Effect.h" #include "Render/DeviceOwnerDX9.h" #include "Render/LightmappedPrimitive.h" #include "Render/RenderCommandPool.h" #include "Render/RenderPrimitivePool.h" #include "Render/RenderQueues.h" #include "Render/RenderVertexPool.h" #include "Render/RendererDX9Operations.h" #include "Render/RendererFrameDX9.h" // OFFSET: 0x0055A360 // FUNCTION: fn_02079 void RendererFrameDX9::Clear() { this->retirement.Clear(); this->queues.Clear(); this->commands.Rewind(); this->primitives.Rewind(); this->lightmapped.Rewind(); this->vertices.Rewind(); } // OFFSET: 0x00565970 // FUNCTION: fn_02222 bool RendererFrameDX9::Draw( CRenderSystemBase* renderSystem, const ServiceOptions& options, unsigned char multitexture, unsigned char twoPass, RendererFogDX9& fog, const float& aspect, const FogConfiguration& configuration ) { // The original deliberately ignores Begin's result and always draws/clears. this->device.Begin(renderSystem); this->operations.DrawQueues(this->queues, options, multitexture, twoPass, fog, aspect, configuration); this->Clear(); this->device.End(); return true; }