pic->lastusedframe = draw_frame;
// load a high quality image from disk if possible
- if (!loaded && r_texture_dds_load.integer != 0 && (pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0)))
+ if (!loaded && r_texture_dds_load.integer != 0 && (pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0, false)))
{
// note this loads even if autoload is true, otherwise we can't get the width/height
loaded = true;
{
qboolean ddshasalpha;
float ddsavgcolor[4];
- pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0);
+ pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0, false);
}
if (pic->tex == NULL)
{
LoadFont(false, va(vabuf, sizeof(vabuf), "gfx/font_%s", dp_fonts.f[i].title), &dp_fonts.f[i], 1, 0);
// draw the loading screen so people have something to see in the newly opened window
- SCR_UpdateLoadingScreen(true);
+ SCR_UpdateLoadingScreen(true, true);
}
static void gl_draw_shutdown(void)
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, (flags & DRAWFLAGS_BLEND) ? false : true, true, false);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, (flags & (DRAWFLAGS_BLEND | DRAWFLAG_NOGAMMA)) ? false : true, true, false);
}
else
- R_SetupShader_Generic_NoTexture((flags & DRAWFLAGS_BLEND) ? false : true, true);
+ R_SetupShader_Generic_NoTexture((flags & (DRAWFLAGS_BLEND | DRAWFLAG_NOGAMMA)) ? false : true, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;