native renderer: game world at MT_RENDER_SCALE (0.75 on Android), MSAA default 2
Draws recorded inside CPythonApplication::RenderGame are marked Render3DDraw::scene and drawn by a scene pass compatible with pass_ into a reduced-resolution image, composited where RenderGame drew; the UI stays full resolution. --render-scale / MT_RENDER_SCALE, desktop default 1.0 (unchanged path). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
b7c215ee42
commit
44a020f01e
@@ -15,6 +15,7 @@
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namespace {
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std::mutex g_draws_mutex;
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std::vector<Render3DDraw> g_draws;
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bool g_in_scene = false;
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int g_native_terrain_override = -1;
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bool g_gpu_render_targets = false;
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@@ -1256,9 +1257,13 @@ void Render3DBeginFrame()
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void Render3DAdd(Render3DDraw draw)
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{
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std::lock_guard<std::mutex> lock(g_draws_mutex);
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draw.scene = g_in_scene;
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g_draws.push_back(std::move(draw));
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}
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void Render3DBeginScene() { g_in_scene = true; }
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void Render3DEndScene() { g_in_scene = false; }
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const std::vector<Render3DDraw>& Render3DDraws() { return g_draws; }
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// D3D8 fixed-function texture coordinate processing for one stage (the native renderer's
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