if (scr_menuforcewhiledisconnected.integer && key_dest == key_game && cls.state == ca_disconnected)
{
if (framecounter >= 2)
- MR_ToggleMenu_f();
+ MR_ToggleMenu(1);
else
framecounter++;
}
R_Mesh_Start();
- R_TimeReport_BeginFrame();
-
R_UpdateVariables();
// Quake uses clockwise winding, so these are swapped
R_TimeReport("2d");
if (cls.signon == SIGNONS)
+ {
R_TimeReport_EndFrame();
+ R_TimeReport_BeginFrame();
+ }
DrawQ_Finish();
loadingscreentexture_h = vid.height / (float) h;
}
- loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
+ loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height);
loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;