/* always renders NEW! items
* use inter == 1.0 to render motion to vertices of NEW items
* use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
+ * return 0, if the scene was rendered, returns < 0, if there is no scene
*/
-void render_all_items(double inter)
+int render_all_items(double inter)
{
render_item_object_info = NULL;
render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
interpolate_objects(inter);
}
- /* add a blank background, if render list is empty */
- if (!render_list_new) {
- render_item_t blank;
- memset(&blank, 0, sizeof(blank));
- blank.type = RENDER_ITEM_SKY;
- blank.u.sky.red = 0.5;
- blank.u.sky.green = 0.5;
- blank.u.sky.blue = 0.5;
- render_one_item(&blank);
- return;
- }
+ /* return failure, if nothing can be rendered */
+ if (!render_list_new)
+ return -1;
for (render_item = render_list_new; render_item; render_item = render_item->next) {
render_one_item(render_item);
}
+
+ return 0;
}
void render_capture_reset(void)