#include "snd_main.h"
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"}; // 1 - 170
+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"};
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_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)"};
-cvar_t scr_showturtle = {CVAR_SAVE, "showturtle","0", "show turtle icon when framerate is too low (not used)"};
+cvar_t scr_showturtle = {CVAR_SAVE, "showturtle","0", "show turtle icon when framerate is too low"};
cvar_t scr_showpause = {CVAR_SAVE, "showpause","1", "show pause icon when game is paused"};
cvar_t scr_showbrand = {0, "showbrand","0", "shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)"};
-cvar_t scr_printspeed = {0, "scr_printspeed","8", "speed of intermission printing (episode end texts)"};
+cvar_t scr_printspeed = {0, "scr_printspeed","0", "speed of intermission printing (episode end texts), a value of 0 disables the slow printing"};
cvar_t vid_conwidth = {CVAR_SAVE, "vid_conwidth", "640", "virtual width of 2D graphics system"};
cvar_t vid_conheight = {CVAR_SAVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
cvar_t vid_pixelheight = {CVAR_SAVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
int remaining;
int color;
-// the finale prints the characters one at a time
- if (cl.intermission)
+// the finale prints the characters one at a time, except if printspeed is an absurdly high value
+ if (cl.intermission && scr_printspeed.value > 0 && scr_printspeed.value < 1000000)
remaining = (int)(scr_printspeed.value * (cl.time - scr_centertime_start));
else
remaining = 9999;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
- scr_centertime_off -= cl.realframetime;
+ if (cl.time > cl.oldtime)
+ scr_centertime_off -= cl.time - cl.oldtime;
// don't draw if this is a normal stats-screen intermission,
// only if it is not an intermission, or a finale intermission
void R_TimeReport_Frame(void)
{
int i, j, lines, y;
+ cl_locnode_t *loc;
if (r_speeds_string[0])
{
speedstringcount = 0;
r_speeds_string[0] = 0;
r_timereport_active = false;
+ // put the location name in the r_speeds display as it greatly helps
+ // when creating loc files
+ loc = CL_Locs_FindNearest(cl.movement_origin);
+ if (loc)
+ sprintf(r_speeds_string + strlen(r_speeds_string), "Location: %s\n", loc->name);
sprintf(r_speeds_string + strlen(r_speeds_string), "org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n", r_view.origin[0], r_view.origin[1], r_view.origin[2], r_view.forward[0], r_view.forward[1], r_view.forward[2]);
sprintf(r_speeds_string + strlen(r_speeds_string), "%5i entities%6i surfaces%6i triangles%5i leafs%5i portals%6i particles\n", r_refdef.stats.entities, r_refdef.stats.entities_surfaces, r_refdef.stats.entities_triangles, r_refdef.stats.world_leafs, r_refdef.stats.world_portals, r_refdef.stats.particles);
sprintf(r_speeds_string + strlen(r_speeds_string), "%4i lights%4i clears%4i scissored%7i light%7i shadow%7i dynamic\n", 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);
GL_Color(1,1,1,1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthTest(false);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(pic->tex));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
vertex3f[0] = vertex3f[9] = x;
vertex3f[1] = vertex3f[4] = y;
if (vid.stereobuffer)
{
qglDrawBuffer(GL_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
else
{
qglDrawBuffer(GL_FRONT);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
R_Mesh_Finish();
// refresh
// not necessary when rendering to GL_FRONT buffers
//VID_Finish(false);
+ // however this IS necessary on Windows Vista
+ qglFinish();
}
void CL_UpdateScreen(void)
if (!scr_initialized || !con_initialized)
return; // not initialized yet
- // don't allow cheats in multiplayer
- if (!cl.islocalgame && cl.worldmodel)
- {
- if (r_fullbright.integer != 0)
- Cvar_Set ("r_fullbright", "0");
- if (r_ambient.value != 0)
- Cvar_Set ("r_ambient", "0");
- }
-
conwidth = bound(320, vid_conwidth.value, 2048);
conheight = bound(200, vid_conheight.value, 1536);
if (vid_conwidth.value != conwidth)