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@@ -753,7 +753,7 @@ render_frame() {
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// frames, so we won't have to recompute it each frame.
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int num_drs = win->get_num_active_display_regions();
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for (int i = 0; i < num_drs; ++i) {
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- DisplayRegion *dr = win->get_active_display_region(i);
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+ PT(DisplayRegion) dr = win->get_active_display_region(i);
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if (dr != nullptr) {
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NodePath camera_np = dr->get_camera(current_thread);
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if (!camera_np.is_empty()) {
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@@ -1359,7 +1359,7 @@ is_scene_root(const PandaNode *node) {
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if (win->is_active() && win->get_gsg()->is_active()) {
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int num_display_regions = win->get_num_active_display_regions();
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for (int i = 0; i < num_display_regions; i++) {
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- DisplayRegion *dr = win->get_active_display_region(i);
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+ PT(DisplayRegion) dr = win->get_active_display_region(i);
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if (dr != nullptr) {
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NodePath camera = dr->get_camera();
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if (camera.is_empty()) {
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@@ -1435,7 +1435,7 @@ cull_and_draw_together(GraphicsEngine::Windows wlist,
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int num_display_regions = win->get_num_active_display_regions();
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for (int i = 0; i < num_display_regions; i++) {
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- DisplayRegion *dr = win->get_active_display_region(i);
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+ PT(DisplayRegion) dr = win->get_active_display_region(i);
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if (dr != nullptr) {
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cull_and_draw_together(win, dr, current_thread);
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}
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@@ -1539,7 +1539,7 @@ cull_to_bins(GraphicsEngine::Windows wlist, Thread *current_thread) {
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PStatTimer timer(win->get_cull_window_pcollector(), current_thread);
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int num_display_regions = win->get_num_active_display_regions();
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for (int i = 0; i < num_display_regions; ++i) {
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- DisplayRegion *dr = win->get_active_display_region(i);
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+ PT(DisplayRegion) dr = win->get_active_display_region(i);
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if (dr != nullptr) {
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PT(SceneSetup) scene_setup;
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PT(CullResult) cull_result;
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@@ -1659,7 +1659,7 @@ draw_bins(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
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}
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int num_display_regions = win->get_num_active_display_regions();
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for (int i = 0; i < num_display_regions; ++i) {
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- DisplayRegion *dr = win->get_active_display_region(i);
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+ PT(DisplayRegion) dr = win->get_active_display_region(i);
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if (dr != nullptr) {
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do_draw(win, gsg, dr, current_thread);
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}
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