float x, y, w, h, s, t, u, v, *av, *at, c[4];
cachepic_t *pic;
drawqueue_t *dq;
- char *str, *currentpic;
+ char *str;
int batchcount;
unsigned int color;
drawqueuemesh_t *mesh;
chartexnum = R_GetTexture(char_texture);
memset(&m, 0, sizeof(m));
- m.tex[0] = 0;
- R_Mesh_State_Texture(&m);
- currentpic = "";
pic = NULL;
texnum = 0;
color = 0;
+ GL_Color(1,1,1,1);
batch = false;
batchcount = 0;
case DRAWQUEUE_STRING:
GL_Color(c[0], c[1], c[2], c[3]);
str = (char *)(dq + 1);
- if (strcmp("gfx/conchars", currentpic))
- {
- currentpic = "gfx/conchars";
- m.tex[0] = chartexnum;
- }
batchcount = 0;
- GL_VertexPointer(varray_vertex3f);
+ m.pointer_vertex = varray_vertex3f;
+ m.pointer_color = NULL;
m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Mesh_State_Texture(&m);
+ m.tex[0] = chartexnum;
+ R_Mesh_State(&m);
at = varray_texcoord2f[0];
av = varray_vertex3f;
while ((num = *str++) && x < vid.conwidth)
batchcount++;
if (batchcount >= 128)
{
+ GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+ GL_LockArrays(0, 0);
batchcount = 0;
at = varray_texcoord2f[0];
av = varray_vertex3f;
x += w;
}
if (batchcount > 0)
+ {
+ GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+ GL_LockArrays(0, 0);
+ }
break;
case DRAWQUEUE_MESH:
mesh = (void *)(dq + 1);
- GL_VertexPointer(mesh->data_vertex3f);
- GL_ColorPointer(mesh->data_color4f);
- m.tex[0] = R_GetTexture(mesh->texture);
+ m.pointer_vertex = mesh->data_vertex3f;
+ m.pointer_color = mesh->data_color4f;
m.pointer_texcoord[0] = mesh->data_texcoord2f;
- R_Mesh_State_Texture(&m);
+ m.tex[0] = R_GetTexture(mesh->texture);
+ if (!m.tex[0])
+ m.pointer_texcoord[0] = NULL;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
- currentpic = "\0";
+ GL_LockArrays(0, 0);
break;
case DRAWQUEUE_SETCLIP:
{
{
// all the blends ignore depth
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = blendvertex3f;
+ R_Mesh_State(&m);
GL_DepthMask(true);
GL_DepthTest(false);
if (v_color_enable.integer)
if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
GL_BlendFunc(GL_DST_COLOR, GL_ONE);
- GL_VertexPointer(blendvertex3f);
while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- GL_VertexPointer(blendvertex3f);
GL_Color(c[0], c[1], c[2], 1);
R_Mesh_Draw(3, 1, polygonelements);
}