cvar_t scr_viewsize = {CVAR_SAVE, "viewsize","100", "how large the view should be, 110 disables inventory bar, 120 disables status bar"};
cvar_t scr_fov = {CVAR_SAVE, "fov","90", "field of vision, 1-170 degrees, default 90, some players use 110-130"};
cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1", "opacity of console background gfx/conback"};
-cvar_t scr_conalpha2factor = {CVAR_SAVE, "scr_conalpha2factor", "0", "opacity of console background gfx/conback2 relative to gfx/conback; when 0, gfx/conback2 is not drawn"};
+cvar_t scr_conalphafactor = {CVAR_SAVE, "scr_conalphafactor", "1", "opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn"};
+cvar_t scr_conalpha2factor = {CVAR_SAVE, "scr_conalpha2factor", "0", "opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn"};
+cvar_t scr_conalpha3factor = {CVAR_SAVE, "scr_conalpha3factor", "0", "opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn"};
cvar_t scr_conbrightness = {CVAR_SAVE, "scr_conbrightness", "1", "brightness of console background (0 = black, 1 = image)"};
cvar_t scr_conforcewhiledisconnected = {0, "scr_conforcewhiledisconnected", "1", "forces fullscreen console while disconnected"};
cvar_t scr_conscroll_x = {CVAR_SAVE, "scr_conscroll_x", "0", "scroll speed of gfx/conback in x direction"};
cvar_t scr_conscroll_y = {CVAR_SAVE, "scr_conscroll_y", "0", "scroll speed of gfx/conback in y direction"};
-cvar_t scr_conscroll2_x = {CVAR_SAVE, "scr_conscroll_x", "0", "scroll speed of gfx/conback2 in x direction"};
-cvar_t scr_conscroll2_y = {CVAR_SAVE, "scr_conscroll_y", "0", "scroll speed of gfx/conback2 in y direction"};
+cvar_t scr_conscroll2_x = {CVAR_SAVE, "scr_conscroll2_x", "0", "scroll speed of gfx/conback2 in x direction"};
+cvar_t scr_conscroll2_y = {CVAR_SAVE, "scr_conscroll2_y", "0", "scroll speed of gfx/conback2 in y direction"};
+cvar_t scr_conscroll3_x = {CVAR_SAVE, "scr_conscroll3_x", "0", "scroll speed of gfx/conback3 in x direction"};
+cvar_t scr_conscroll3_y = {CVAR_SAVE, "scr_conscroll3_y", "0", "scroll speed of gfx/conback3 in y direction"};
cvar_t scr_menuforcewhiledisconnected = {0, "scr_menuforcewhiledisconnected", "0", "forces menu while disconnected"};
cvar_t scr_centertime = {0, "scr_centertime","2", "how long centerprint messages show"};
cvar_t scr_showram = {CVAR_SAVE, "showram","1", "show ram icon if low on surface cache memory (not used)"};
"%7i lightmap updates (%7i pixels)\n"
"%4i lights%4i clears%4i scissored%7i light%7i shadow%7i dynamic\n"
"rendered%6i meshes%8i triangles bloompixels%8i copied%8i drawn\n"
-"updated%5i indexbuffers%8i bytes%5i vertexbuffers%8i bytes\n"
"%s"
, loc ? "Location: " : "", loc ? loc->name : ""
, r_refdef.stats.renders, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], r_refdef.view.forward[0], r_refdef.view.forward[1], r_refdef.view.forward[2]
, r_refdef.stats.lightmapupdates, r_refdef.stats.lightmapupdatepixels
, r_refdef.stats.lights, r_refdef.stats.lights_clears, r_refdef.stats.lights_scissored, r_refdef.stats.lights_lighttriangles, r_refdef.stats.lights_shadowtriangles, r_refdef.stats.lights_dynamicshadowtriangles
, r_refdef.stats.meshes, r_refdef.stats.meshes_elements / 3, r_refdef.stats.bloom_copypixels, r_refdef.stats.bloom_drawpixels
-, r_refdef.stats.indexbufferuploadcount, r_refdef.stats.indexbufferuploadsize, r_refdef.stats.vertexbufferuploadcount, r_refdef.stats.vertexbufferuploadsize
, r_speeds_timestring);
memset(&r_refdef.stats, 0, sizeof(r_refdef.stats));
lines++;
y = vid_conheight.integer - sb_lines - lines * 8;
i = j = 0;
+ r_draw2d_force = true;
DrawQ_Fill(0, y, vid_conwidth.integer, lines * 8, 0, 0, 0, 0.5, 0);
while (string[i])
{
i++;
y += 8;
}
+ r_draw2d_force = false;
}
}
Cvar_RegisterVariable (&scr_fov);
Cvar_RegisterVariable (&scr_viewsize);
Cvar_RegisterVariable (&scr_conalpha);
+ Cvar_RegisterVariable (&scr_conalphafactor);
Cvar_RegisterVariable (&scr_conalpha2factor);
+ Cvar_RegisterVariable (&scr_conalpha3factor);
Cvar_RegisterVariable (&scr_conscroll_x);
Cvar_RegisterVariable (&scr_conscroll_y);
Cvar_RegisterVariable (&scr_conscroll2_x);
Cvar_RegisterVariable (&scr_conscroll2_y);
+ Cvar_RegisterVariable (&scr_conscroll3_x);
+ Cvar_RegisterVariable (&scr_conscroll3_y);
Cvar_RegisterVariable (&scr_conbrightness);
Cvar_RegisterVariable (&scr_conforcewhiledisconnected);
Cvar_RegisterVariable (&scr_menuforcewhiledisconnected);
int i;
for (i = 0;i < cl.num_showlmps;i++)
if (cl.showlmps[i].isactive)
- DrawQ_Pic(cl.showlmps[i].x, cl.showlmps[i].y, Draw_CachePic (cl.showlmps[i].pic), 0, 0, 1, 1, 1, 1, 0);
+ DrawQ_Pic(cl.showlmps[i].x, cl.showlmps[i].y, Draw_CachePic_Flags (cl.showlmps[i].pic, CACHEPICFLAG_NOTPERSISTENT), 0, 0, 1, 1, 1, 1, 0);
}
/*
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
+ R_Mesh_VertexPointer(verts, 0, 0);
+ R_Mesh_ColorPointer(colors, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
verts[2] = verts[5] = verts[8] = verts[11] = 0;
verts[0] = verts[9] = 0;
verts[1] = verts[4] = vid_conheight.integer - scr_loadingscreen_barheight.value;
sscanf(scr_loadingscreen_barcolor.string, "%f %f %f", &colors[8], &colors[9], &colors[10]); colors[11] = 1;
sscanf(scr_loadingscreen_barcolor.string, "%f %f %f", &colors[12], &colors[13], &colors[14]); colors[15] = 1;
- R_Mesh_PrepareVertices_Generic_Arrays(4, verts, colors, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
// make sure everything is cleared, including the progress indicator
if(loadingscreenheight < 8)
static void SCR_DrawLoadingScreen (qboolean clear)
{
// we only need to draw the image if it isn't already there
+ GL_Color(1,1,1,1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
- R_Mesh_ResetTextureState();
- GL_Color(1,1,1,1);
+ R_Mesh_ColorPointer(NULL, 0, 0);
if(loadingscreentexture)
{
- R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
+ R_Mesh_VertexPointer(loadingscreentexture_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, loadingscreentexture_texcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
}
- R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
+ R_Mesh_VertexPointer(loadingscreenpic_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, loadingscreenpic_texcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
SCR_DrawLoadingStack();
}
if (!scr_initialized || !con_initialized || !scr_refresh.integer)
return; // not initialized yet
- if(gamemode == GAME_NEXUIZ)
+ if(gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
{
// play a bit with the palette (experimental)
palette_rgb_pantscolormap[15][0] = (unsigned char) (128 + 127 * sin(cl.time / exp(1.0f) + 0.0f*M_PI/3.0f));
else if (key_dest == key_menu)
VID_SetMouse(vid.fullscreen, vid_mouse.integer && !in_client_mouse, true);
else
- VID_SetMouse(vid.fullscreen, vid_mouse.integer && !cl.csqc_wantsmousemove && (!cls.demoplayback || cl_demo_mousegrab.integer), true);
+ VID_SetMouse(vid.fullscreen, vid_mouse.integer && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0 && (!cls.demoplayback || cl_demo_mousegrab.integer), true);
VID_Finish();
}