// don't do anything if not initialized yet
if (vid_hidden || !scr_refresh.integer)
return;
+ // release mouse grab while loading
+ VID_GrabMouse(false);
CHECKGLERROR
qglViewport(0, 0, vid.width, vid.height);CHECKGLERROR
//qglDisable(GL_SCISSOR_TEST);CHECKGLERROR
if (vid.stereobuffer)
{
qglDrawBuffer(GL_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
else
{
qglDrawBuffer(GL_FRONT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
R_Mesh_Finish();
// refresh
// not necessary when rendering to GL_FRONT buffers
- //VID_Finish(false);
+ //VID_Finish();
// however this IS necessary on Windows Vista
qglFinish();
}
double rendertime1;
float conwidth, conheight;
+ if (!scr_initialized || !con_initialized)
+ return; // not initialized yet
+
+ VID_GrabMouse((vid.fullscreen || (vid_mouse.integer && !key_consoleactive && (key_dest != key_game || !cls.demoplayback))) && vid_activewindow && !cl.csqc_wantsmousemove);
+
if(gamemode == GAME_NEXUIZ)
{
// play a bit with the palette (experimental)
if (vid_hidden || !scr_refresh.integer)
return;
- if (!scr_initialized || !con_initialized)
- return; // not initialized yet
-
rendertime1 = Sys_DoubleTime();
conwidth = bound(320, vid_conwidth.value, 2048);
else
cl_updatescreen_quality = 1;
- VID_Finish(true);
+ VID_GrabMouse((vid.fullscreen || (vid_mouse.integer && !key_consoleactive && (key_dest != key_game || !cls.demoplayback))) && vid_activewindow && !cl.csqc_wantsmousemove);
+
+ VID_Finish();
}
void CL_Screen_NewMap(void)