diff --git a/source/graphics/LOSTexture.cpp b/source/graphics/LOSTexture.cpp index 1aa493511b..55208bd811 100644 --- a/source/graphics/LOSTexture.cpp +++ b/source/graphics/LOSTexture.cpp @@ -355,7 +355,7 @@ void CLOSTexture::RecomputeTexture(Renderer::Backend::IDeviceCommandContext* dev std::unique_ptr losData = std::make_unique( dataSize * m_TextureFormatStride); - CLosQuerier los(cmpRangeManager->GetLosQuerier(g_Game->GetSimulation2()->GetSimContext().GetCurrentDisplayedPlayer())); + CLosQuerier los(cmpRangeManager->GetLosQuerier(m_Simulation.GetSimContext().GetCurrentDisplayedPlayer())); GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize, pitch); diff --git a/source/graphics/MiniMapTexture.cpp b/source/graphics/MiniMapTexture.cpp index ee0db35635..ed56a07948 100644 --- a/source/graphics/MiniMapTexture.cpp +++ b/source/graphics/MiniMapTexture.cpp @@ -450,7 +450,7 @@ void CMiniMapTexture::RenderFinalTexture( CmpPtr cmpRangeManager(m_Simulation, SYSTEM_ENTITY); ENSURE(cmpRangeManager); - CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); + CLOSTexture& losTexture = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture(); const float invTileMapSize = 1.0f / static_cast(TERRAIN_TILE_SIZE * m_MapSize); const float texCoordMax = m_TerrainTexture ? static_cast(m_MapSize - 1) / m_TerrainTexture->GetWidth() : 1.0f; @@ -506,7 +506,8 @@ void CMiniMapTexture::RenderFinalTexture( deviceCommandContext->BeginPass(); // Draw territory boundaries - CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture(); + CTerritoryTexture& territoryTexture = + g_Renderer.GetSceneRenderer().GetScene().GetTerritoryTexture(); deviceCommandContext->SetTexture( shader->GetBindingSlot(str_baseTex), territoryTexture.GetTexture()); diff --git a/source/renderer/TerrainRenderer.cpp b/source/renderer/TerrainRenderer.cpp index af7c319ae9..7488855a6f 100644 --- a/source/renderer/TerrainRenderer.cpp +++ b/source/renderer/TerrainRenderer.cpp @@ -610,7 +610,7 @@ void TerrainRenderer::RenderSimpleWater( GPU_SCOPED_LABEL(deviceCommandContext, "Render Simple Water"); const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager(); - CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); + CLOSTexture& losTexture = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture(); const double time = waterManager.m_WaterTexTimer;