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-rw-r--r--src/core/main.cpp4
-rw-r--r--src/render/MBlur.cpp2
2 files changed, 5 insertions, 1 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp
index d0663c30..a84bd495 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -1421,11 +1421,13 @@ Idle(void *arg)
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
+ PUSH_MEMID(MEMID_GAME_PROCESS);
CPointLights::InitPerFrame();
tbStartTimer(0, "CGame::Process");
CGame::Process();
tbEndTimer("CGame::Process");
+ POP_MEMID();
tbStartTimer(0, "DMAudio.Service");
DMAudio.Service();
@@ -1447,6 +1449,8 @@ Idle(void *arg)
if(arg == nil)
return;
+ PUSH_MEMID(MEMID_RENDER);
+
if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
{
// This is from SA, but it's nice for windowed mode
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 44d4f1d4..205f9d92 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -442,7 +442,7 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, 80);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- // TODO(MIAMI): pBufVertCount = 0;
+ pBufVertCount = 0;
}else{
RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30);