TWINE: ensure that the clip is properly reset

This commit is contained in:
Martin Gerhardy 2021-10-10 17:38:48 +02:00
parent f4461e7424
commit cae51f4222
2 changed files with 3 additions and 2 deletions

View File

@ -1155,6 +1155,7 @@ void Menu::drawInventoryItems(int32 left, int32 top) {
for (int32 item = 0; item < NUM_INVENTORY_ITEMS; item++) {
drawItem(left, top, item);
}
_engine->_interface->resetClip();
}
void Menu::processInventoryMenu() {

View File

@ -352,12 +352,12 @@ void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw)
if (actorIdx == OWN_ACTOR_SCENE_INDEX) {
if (_engine->_actor->_cropBottomScreen) {
_engine->_interface->resetClip();
_engine->_interface->_clip.bottom = _engine->_actor->_cropBottomScreen;
}
}
if (!_engine->_renderer->renderIsoModel(delta.x, delta.y, delta.z, ANGLE_0, actor->_angle, ANGLE_0, _engine->_resources->_bodyData[actor->_entity], renderRect)) {
_engine->_interface->resetClip();
return;
}
@ -380,8 +380,8 @@ void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw)
}
_engine->_debugScene->drawClip(_engine->_interface->_clip);
_engine->_interface->resetClip();
}
_engine->_interface->resetClip();
}
void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgRedraw) {