//4 feature darkplaces csqc: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)
//4 feature darkplaces csqc: add builtins to clientside qc for gl calls
+extern cvar_t v_flipped;
+
sfx_t *S_FindName(const char *name);
int Sbar_GetSortedPlayerIndex (int index);
void Sbar_SortFrags (void);
VM_SAFEPARMCOUNT(1, VM_CL_unproject);
f = PRVM_G_VECTOR(OFS_PARM0);
+ if(v_flipped.integer)
+ f[0] = r_refdef.view.x + r_refdef.view.width - f[0];
VectorSet(temp, f[2], (-1.0 + 2.0 * (f[0] - r_refdef.view.x)) / r_refdef.view.width * f[2] * -r_refdef.view.frustum_x, (-1.0 + 2.0 * (f[1] - r_refdef.view.y)) / r_refdef.view.height * f[2] * -r_refdef.view.frustum_y);
Matrix4x4_Transform(&r_refdef.view.matrix, temp, PRVM_G_VECTOR(OFS_RETURN));
}
f = PRVM_G_VECTOR(OFS_PARM0);
Matrix4x4_Invert_Simple(&m, &r_refdef.view.matrix);
Matrix4x4_Transform(&m, f, v);
+ if(v_flipped.integer)
+ v[1] = -v[1];
VectorSet(PRVM_G_VECTOR(OFS_RETURN), r_refdef.view.x + r_refdef.view.width*0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x), r_refdef.view.y + r_refdef.view.height*0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y), v[0]);
}
{
mempool_t *pool;
qboolean initialized;
+ double progstarttime;
int max_vertices;
int num_vertices;
R_RenderView();
polys->num_vertices = polys->num_triangles = 0;
+ polys->progstarttime = prog->starttime;
}
static void VM_ResizePolygons(vmpolygons_t *polys)
{
int surfacelistindex;
vmpolygons_t* polys = vmpolygons + PRVM_GetProgNr();
+ if(polys->progstarttime != prog->starttime) // from other progs? won't draw these (this can cause crashes!)
+ return;
R_Mesh_ResetTextureState();
R_Mesh_Matrix(&identitymatrix);
GL_CullFace(GL_NONE);
int numtriangles = 0;
rtexture_t *tex = polys->data_triangles[surfacelist[surfacelistindex]].texture;
int drawflag = polys->data_triangles[surfacelist[surfacelistindex]].drawflag;
+ // this can't call _DrawQ_ProcessDrawFlag, but should be in sync with it
+ // FIXME factor this out
if(drawflag == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else if(drawflag == DRAWFLAG_MODULATE)
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
else if(drawflag == DRAWFLAG_2XMODULATE)
GL_BlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
+ else if(drawflag == DRAWFLAG_SCREEN)
+ GL_BlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ONE);
else
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_Mesh_TexBind(0, R_GetTexture(tex));
if (!polys->initialized)
VM_InitPolygons(polys);
+ if(polys->progstarttime != prog->starttime)
+ {
+ // from another progs? then reset the polys first (fixes crashes on map change, because that can make skinframe textures invalid)
+ polys->num_vertices = polys->num_triangles = 0;
+ polys->progstarttime = prog->starttime;
+ }
if (polys->begin_active)
{
VM_Warning("VM_CL_R_PolygonBegin: called twice without VM_CL_R_PolygonBegin after first\n");