GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
GL_ScissorTest(true);
R_ClearScreen();
-
- R_Mesh_Start();
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- if (r_showtris.integer)
- {
- rmeshstate_t m;
- GL_Color(1,1,1,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthTest(GL_FALSE);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- r_showtrispass = true;
- R_RenderScene();
- r_showtrispass = false;
- }
qglPolygonOffset(0, 0);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
R_TimeReport("blendview");
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
-
GL_Scissor(0, 0, vid.realwidth, vid.realheight);
GL_ScissorTest(false);
}
r_framecount++;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
R_SetFrustum();
r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
R_DrawModels();
R_TimeReport("models");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0, 0.033, 1);
R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0.1, 0, 0, 1);
+
R_DrawLightningBeams();
R_TimeReport("lightning");
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer)
+ if (r_shadow_visiblevolumes.integer && !r_showtrispass)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
}
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
// don't let sound skip if going slow
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();