if (batchcount)
{
// switching from freetype to non-freetype rendering
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
if (batchcount)
{
// we need a different character map, render what we currently have:
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
}
}
if (batchcount > 0)
- {
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
- }
if (outcolor)
*outcolor = colorindex;
R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
- GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, mesh->data_element3s, 0, 0);
- GL_LockArrays(0, 0);
}
void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)