Description:
Fix crash caused by batch ending too early.
Commit status:
[Not Reviewed]
References:
Comments:
0 Commit comments 0 Inline Comments
Unresolved TODOs:
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r670:93e94174536f -

@@ -933,7 +933,6
933 #endregion draw_header
933 #endregion draw_header
934
934
935
935
936 batch.End();
937
936
938 #region window
937 #region window
939 Menu.Render(debugWindow.monoFont, FNAGame.width, this.imGuiWindowBridgeEngine, ref quit, ref this.simulation.paused, ref this.simulation.currentRate, ref this.showBudget, header_left);
938 Menu.Render(debugWindow.monoFont, FNAGame.width, this.imGuiWindowBridgeEngine, ref quit, ref this.simulation.paused, ref this.simulation.currentRate, ref this.showBudget, header_left);
@@ -946,6 +945,7
946 {
945 {
947 budgetWindow.draw(batch);
946 budgetWindow.draw(batch);
948 }
947 }
948 batch.End();
949
949
950 #endregion budget
950 #endregion budget
951
951
@@ -999,7 +999,6
999 stopWatch2.Start();
999 stopWatch2.Start();
1000 //Calcs for debug window:
1000 //Calcs for debug window:
1001 // past_draw.Enqueue(this.drawTime);
1001 // past_draw.Enqueue(this.drawTime);
1002 Logging.Spy(new {frame = this.frameCounter});
1003 if (this.totalFrameCounter > 60 && ((this.frameCounter % 15) == 0))
1002 if (this.totalFrameCounter > 60 && ((this.frameCounter % 15) == 0))
1004 {
1003 {
1005 past_draw_millis.Add((float)this.drawTime.TotalMilliseconds);
1004 past_draw_millis.Add((float)this.drawTime.TotalMilliseconds);
@@ -1099,6 +1098,8
1099 additionalInfo.Add("99.99%% draw", MathUtils.Percentile(past_draw_floats, 0.9999f).ToString());
1098 additionalInfo.Add("99.99%% draw", MathUtils.Percentile(past_draw_floats, 0.9999f).ToString());
1100 }
1099 }
1101
1100
1101 additionalInfo.Add("Total frames", totalFrameCounter.ToString());
1102
1102 debugWindow.Layout(debugInfo, additionalInfo, ref show_another_window);
1103 debugWindow.Layout(debugInfo, additionalInfo, ref show_another_window);
1103
1104
1104 _imGuiRenderer.AfterLayout();
1105 _imGuiRenderer.AfterLayout();
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