onPreRender
Definition
-- @/lua/ge/extensions/freeroam/bigMapPoiProvider.lua:701
-- gets called only while career mode is enabled
local function onPreRender(dtReal, dtSim)
if not gameplay_playmodeMarkers.isStateWithPlaymodeMarkers() then
return
end
-- check if we've switched level
local level = getCurrentLevelIdentifier()
if level then
if sendToMinimap then
M.sendMissionLocationsToMinimap()
end
end
end
Callers
@/lua/common/utils/debugDraw.lua
-- GE do calls `onPreRender()`
-- VEH do calls on `onDebugDraw()`
@/lua/ge/extensions/core/camera.lua
local absTranslateTimer = nil
local function onPreRender(dtReal, dtSim, dtRaw)
if not levelLoaded then return end
@/lua/ge/extensions/util/instancedLineRenderDemo.lua
local function onPreRender(dtReal, dtSim, dtRaw)
t = t + dtSim * 0.5
@/lua/ge/extensions/scenario/busdriver.lua
local function onPreRender(dt, dtSim)
--local debugPath = true
@/lua/ge/extensions/core/vehicleMirrors.lua
local function onPreRender(dtReal, dtSim, dtRaw)
local veh = getPlayerVehicle(0)
@/lua/ge/extensions/util/decalRoadsEditor.lua
local function onPreRender(dt)
local camPos = core_camera.getPosition()
@/lua/ge/ge_utils.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if(fpsLimiter:update(dtReal)) then
@/lua/common/extensions/networking/editorToolchain.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not server then return end
@/lua/ge/extensions/editor/shapeEditor.lua
local function onPreRender()
if(shapePrev) then
@/gameplay/missionTypes/cannon/customNodes/MarkersNode.lua
function C:onPreRender()
if self.markers then
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
local function onPreRender(dt)
if not p_showWindow then
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
local function onPreRender(dt, dtSim)
if markers then
@/lua/ge/extensions/scenario/scenarios.lua
local function onPreRender(dt, dtSim)
if not scenario then return end
@/lua/ge/extensions/flowgraph/nodes/mission/knockAwayCheck.lua
function C:onPreRender(dt, dtSim)
if self.markers then
@/lua/ge/extensions/util/trackBuilder/cameraTransition.lua
local perc = 0
local function onPreRender(dt)
if remainingTime <= 0 then return end
@/lua/ge/extensions/campaign/exploration.lua
local function onPreRender(dt)
if not getExplorationActive() then
@/lua/ge/extensions/editor/veMain.lua
-- Update data for other vehicle editors to use
local function onPreRender(dtReal, dtSim, dtRaw)
if not vEditor.vehicle then
@/lua/ge/extensions/gameplay/markerInteraction.lua
local function onPreRender(dtReal, dtSim)
if not gameplay_playmodeMarkers.isStateWithPlaymodeMarkers() then
@/lua/ge/extensions/core/sounds.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if Engine.Audio.getGlobalParams then
@/lua/ge/extensions/core/weather.lua
local function onPreRender(dt)
if switch == true then
@/lua/ge/extensions/flowgraph/nodes/vehicle/touchingStatic.lua
function C:onPreRender()
if self.active and self.pinIn.debugMode.value then
@/lua/ge/extensions/scenario/demolitionDerby.lua
-- called before rendering a graphics frame
local function onPreRender(dt)
local scenario = scenario_scenarios.getScenario()
@/lua/ge/extensions/util/precompileShaders.lua
local function onPreRender(dt)
if finished then return end
@/lua/ge/extensions/tech/multiscreen.lua
local rotation = QuatF(0, 0, 0, 1)
local function onPreRender()
if not getOrCreateCameraToWindow or not requestCameraToWindowRender then return end
@/lua/ge/extensions/flowgraph/nodes/gfx/blur.lua
function C:onPreRender(dt, dtSim)
if not extensions.ui_visibility.getCef() then return end
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
M.onCollectScreenshotMetadata = onCollectScreenshotMetadata
M.onPreRender = function(dt) transition.onPreRender(dt) end
@/lua/ge/extensions/core/hotlapping.lua
local colorOrange = ColorF(1, 0.5, 0, 0.5)
local function onPreRender(dt, dtSim)
if editMode then
@/lua/ge/extensions/util/screenshotCreator.lua
local function onPreRender(dt)
if workerCoroutine ~= nil then
@/lua/ge/extensions/core/checkpoints.lua
local function onPreRender(dt)
local scenario = scenario_scenarios and scenario_scenarios.getScenario()
@/lua/ge/extensions/editor/vehicleDetailViewer.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not editor.beginWindow or not detailViewerActive then return end -- for some frames, the editor is not ready yet
@/lua/ge/extensions/util/precompileVehicles.lua
local function onPreRender(dt)
if finished then return end
@/lua/ge/extensions/freeroam/dragRace.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not opponentVehicle then return end
@/lua/ge/extensions/ui/gameBlur.lua
local function onPreRender()
if not extensions.ui_visibility.getCef() then return end
@/lua/ge/extensions/core/groundMarkers.lua
local playerVehPos = vec3()
local function onPreRender(dt)
if not M.endWP then return end
@/lua/ge/extensions/core/groundMarkerArrows.lua
local scale = vec3()
local function onPreRender(dt)
-- Update all arrow objects based on their proxies
@/lua/ge/extensions/editor/camPathEditor.lua
local function onPreRender()
if
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veStaticRenderView.lua
-- Do debugDrawer stuff here
local function onPreRender()
for wndID, wndData in ipairs(wndsData) do
@/lua/ge/extensions/gameplay/crawl/utils.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not crawlStates then
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua
local function onPreRender()
if myvid == -1 then return end
@/lua/ge/extensions/editor/terrainEditor.lua
end
terrainEditor:onPreRender()
local hit
@/lua/ge/extensions/editor/roadEditor.lua
local function onPreRender()
if not editor.editMode or (editor.editMode.displayName ~= editModeName) then
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua
end
function C:onPreRender(dt, dtSim)
self:exec('onPreRender')
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua
local function onPreRender()
if myvid == -1 then return end
@/lua/ge/extensions/scenario/waypoints.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not scenario_scenarios then return end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceMarkers.lua
function C:onPreRender(dt, dtSim)
if self.markers then
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
function C:onPreRender(dt)
local cameraPos = core_camera.getPosition()
@/lua/ge/extensions/gameplay/crawl/debug.lua
local function onPreRender(dtReal, dtSim, dtRaw)
if not enableDebugWindow then return end
@/lua/ge/extensions/gameplay/traffic.lua
local function onPreRender(dt)
if not M.debugMode then return end
@/gameplay/missionTypes/scatterPickup/customNodes/scatterAnimatorNode.lua
function C:onPreRender(dt, dtSim)
if not self.mgr.scatterPickup then return end