Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
-15
View File
@@ -353,15 +353,6 @@ void CSystem::RenderEnd([[maybe_unused]] bool bRenderStats, bool bMainWindow)
if (!gEnv->pSystem->GetILevelSystem() || !gEnv->pSystem->GetILevelSystem()->IsLevelLoaded())
{
IConsole* console = GetIConsole();
ILyShine* lyShine = gEnv->pLyShine;
//Normally the UI is drawn as part of the scene so it can properly render once per eye in VR
//We only want to draw here if there is no level loaded. This way the user can see loading
// UI and other information before the level is loaded.
if (lyShine != nullptr)
{
lyShine->Render();
}
//Same goes for the console. When no level is loaded, it's okay to render it outside of the renderer
//so that users can load maps or change settings.
@@ -390,12 +381,6 @@ void CSystem::RenderEnd([[maybe_unused]] bool bRenderStats, bool bMainWindow)
void CSystem::OnScene3DEnd()
{
// Render UI Canvas
if (m_bDrawUI && gEnv->pLyShine)
{
gEnv->pLyShine->Render();
}
//Render Console
if (m_bDrawConsole && gEnv->pConsole)
{