]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
fix DrawQ_Fill rendering (Pic with no string)
[xonotic/darkplaces.git] / gl_draw.c
index 7ff921e1165dbde807d7d0f99457f6a96d7121a3..1df64987187b1d2d3c797720859977fcb22bdd6d 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -20,8 +20,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-//#define GL_COLOR_INDEX8_EXT     0x80E5
-
 cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
 
 static rtexture_t *char_texture;
@@ -215,9 +213,6 @@ cachepic_t  *Draw_CachePic (char *path)
        for (pic = cachepichash[hashkey];pic;pic = pic->chain)
                if (!strcmp (path, pic->name))
                        return pic;
-       //for (pic = cachepics, i = 0;i < numcachepics;pic++, i++)
-       //      if (!strcmp (path, pic->name))
-       //              return pic;
 
        if (numcachepics == MAX_CACHED_PICS)
                Sys_Error ("numcachepics == MAX_CACHED_PICS");
@@ -229,20 +224,26 @@ cachepic_t        *Draw_CachePic (char *path)
 
        // load the pic from disk
        pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
-       if (pic->tex == NULL && (p = W_GetLumpName (path)))
+       if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
        {
-               if (!strcmp(path, "conchars"))
+               // compatibility with older versions
+               pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, false, true);
+               // failed to find gfx/whatever.tga or similar, try the wad
+               if (pic->tex == NULL && (p = W_GetLumpName (path + 4)))
                {
-                       qbyte *pix;
-                       // conchars is a raw image and with the wrong transparent color
-                       pix = (qbyte *)p;
-                       for (i = 0;i < 128 * 128;i++)
-                               if (pix[i] == 0)
-                                       pix[i] = 255;
-                       pic->tex = R_LoadTexture (drawtexturepool, path, 128, 128, pix, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+                       if (!strcmp(path, "gfx/conchars"))
+                       {
+                               qbyte *pix;
+                               // conchars is a raw image and with the wrong transparent color
+                               pix = (qbyte *)p;
+                               for (i = 0;i < 128 * 128;i++)
+                                       if (pix[i] == 0)
+                                               pix[i] = 255;
+                               pic->tex = R_LoadTexture (drawtexturepool, path, 128, 128, pix, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+                       }
+                       else
+                               pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
                }
-               else
-                       pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
        }
        if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
                pic->tex = draw_generatemousepointer();
@@ -257,13 +258,77 @@ cachepic_t        *Draw_CachePic (char *path)
        if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
                pic->tex = draw_generatecrosshair(4);
        if (pic->tex == NULL)
-               Sys_Error ("Draw_CachePic: failed to load %s", path);
+       {
+               Con_Printf ("Draw_CachePic: failed to load %s\n", path);
+               pic->tex = r_notexture;
+       }
 
        pic->width = R_TextureWidth(pic->tex);
        pic->height = R_TextureHeight(pic->tex);
        return pic;
 }
 
+cachepic_t *Draw_NewPic(char *picname, int width, int height, int alpha, qbyte *pixels)
+{
+       int crc, hashkey;
+       cachepic_t *pic;
+
+       crc = CRC_Block(picname, strlen(picname));
+       hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
+       for (pic = cachepichash[hashkey];pic;pic = pic->chain)
+               if (!strcmp (picname, pic->name))
+                       break;
+
+       if (pic)
+       {
+               if (pic->tex && pic->width == width && pic->height == height)
+               {
+                       R_UpdateTexture(pic->tex, pixels);
+                       return pic;
+               }
+       }
+       else
+       {
+               if (pic == NULL)
+               {
+                       if (numcachepics == MAX_CACHED_PICS)
+                               Sys_Error ("numcachepics == MAX_CACHED_PICS");
+                       pic = cachepics + (numcachepics++);
+                       strcpy (pic->name, picname);
+                       // link into list
+                       pic->chain = cachepichash[hashkey];
+                       cachepichash[hashkey] = pic;
+               }
+       }
+
+       pic->width = width;
+       pic->height = height;
+       if (pic->tex)
+               R_FreeTexture(pic->tex);
+       pic->tex = R_LoadTexture (drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0);
+       return pic;
+}
+
+void Draw_FreePic(char *picname)
+{
+       int crc;
+       int hashkey;
+       cachepic_t *pic;
+       // this doesn't really free the pic, but does free it's texture
+       crc = CRC_Block(picname, strlen(picname));
+       hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
+       for (pic = cachepichash[hashkey];pic;pic = pic->chain)
+       {
+               if (!strcmp (picname, pic->name))
+               {
+                       R_FreeTexture(pic->tex);
+                       pic->width = 0;
+                       pic->height = 0;
+                       return;
+               }
+       }
+}
+
 /*
 ===============
 Draw_Init
@@ -276,7 +341,7 @@ static void gl_draw_start(void)
        numcachepics = 0;
        memset(cachepichash, 0, sizeof(cachepichash));
 
-       char_texture = Draw_CachePic("conchars")->tex;
+       char_texture = Draw_CachePic("gfx/conchars")->tex;
 }
 
 static void gl_draw_shutdown(void)
@@ -301,175 +366,125 @@ void GL_Draw_Init (void)
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+int quadelements[768];
 void R_DrawQueue(void)
 {
-       int pos, num, chartexnum, overbright;
-       float x, y, w, h, s, t, u, v;
+       int pos, num, chartexnum, overbright, texnum, additive, batch;
+       float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at, *ac;
        cachepic_t *pic;
        drawqueue_t *dq;
        char *str, *currentpic;
-       int batch, additive;
+       int batchcount;
        unsigned int color;
+       drawqueuemesh_t *mesh;
+       rmeshstate_t m;
 
        if (!r_render.integer)
                return;
 
-       glViewport(vid.realx, vid.realy, vid.realwidth, vid.realheight);
-
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity();
-       glOrtho(0, vid.conwidth, vid.conheight, 0, -99999, 99999);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity();
-
-       glDisable(GL_DEPTH_TEST);
-       glDisable(GL_CULL_FACE);
-       glEnable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       if (!quadelements[1])
+       {
+               // elements for rendering a series of quads as triangles
+               for (batch = 0, pos = 0, num = 0;batch < 128;batch++, num += 4)
+               {
+                       quadelements[pos++] = num;
+                       quadelements[pos++] = num + 1;
+                       quadelements[pos++] = num + 2;
+                       quadelements[pos++] = num;
+                       quadelements[pos++] = num + 2;
+                       quadelements[pos++] = num + 3;
+               }
+       }
+       GL_SetupView_ViewPort(vid.realx, vid.realy, vid.realwidth, vid.realheight);
+       GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
+       GL_DepthFunc(GL_LEQUAL);
+       R_Mesh_Start();
+       R_Mesh_Matrix(&r_identitymatrix);
 
+       memset(&m, 0, sizeof(m));
        chartexnum = R_GetTexture(char_texture);
+       m.tex[0] = chartexnum;
+       R_Mesh_TextureState(&m);
 
-       additive = false;
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        currentpic = "";
        pic = NULL;
-       glBindTexture(GL_TEXTURE_2D, 0);
+       texnum = 0;
        color = 0;
-       glColor4ub(0,0,0,0);
-
-       // LordHavoc: NEAREST mode on text if not scaling up
-       /*
-       if (vid.realwidth <= (int) vid.conwidth)
-       {
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-               CHECKGLERROR
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-               CHECKGLERROR
-       }
-       else
-       {
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               CHECKGLERROR
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-               CHECKGLERROR
-       }
-       */
 
        overbright = v_overbrightbits.integer;
        batch = false;
+       batchcount = 0;
        for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
        {
                dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
-               if (dq->flags & DRAWFLAG_ADDITIVE)
-               {
-                       if (!additive)
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       glEnd();
-                               }
-                               additive = true;
-                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       }
-               }
+               additive = (dq->flags & DRAWFLAG_ADDITIVE) != 0;
+               color = dq->color;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               if (additive)
+                       m.blendfunc2 = GL_ONE;
                else
-               {
-                       if (additive)
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       glEnd();
-                               }
-                               additive = false;
-                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       }
-               }
-               if (color != dq->color)
-               {
-                       color = dq->color;
-                       glColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
-               }
+                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               m.depthdisable = true;
+               R_Mesh_MainState(&m);
+
+               cr = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+               cg = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+               cb = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+               ca = (float) ( color        & 0xFF) * (1.0f / 255.0f);
                x = dq->x;
                y = dq->y;
                w = dq->scalex;
                h = dq->scaley;
+
                switch(dq->command)
                {
                case DRAWQUEUE_PIC:
                        str = (char *)(dq + 1);
-                       if (*str)
+                       if (strcmp(str, currentpic))
                        {
-                               if (strcmp(str, currentpic))
+                               currentpic = str;
+                               if (*str)
                                {
-                                       if (batch)
-                                       {
-                                               batch = false;
-                                               glEnd();
-                                       }
-                                       currentpic = str;
                                        pic = Draw_CachePic(str);
-                                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
+                                       m.tex[0] = R_GetTexture(pic->tex);
                                }
+                               else
+                                       m.tex[0] = 0;
+                               R_Mesh_TextureState(&m);
+                       }
+                       if (*str)
+                       {
                                if (w == 0)
                                        w = pic->width;
                                if (h == 0)
                                        h = pic->height;
-                               if (!batch)
-                               {
-                                       batch = true;
-                                       glBegin(GL_QUADS);
-                               }
-                               //DrawQuad(dq->x, dq->y, w, h, 0, 0, 1, 1);
-                               glTexCoord2f (0, 0);glVertex2f (x  , y  );
-                               glTexCoord2f (1, 0);glVertex2f (x+w, y  );
-                               glTexCoord2f (1, 1);glVertex2f (x+w, y+h);
-                               glTexCoord2f (0, 1);glVertex2f (x  , y+h);
-                       }
-                       else
-                       {
-                               if (currentpic[0])
-                               {
-                                       if (batch)
-                                       {
-                                               batch = false;
-                                               glEnd();
-                                       }
-                                       currentpic = "";
-                                       glBindTexture(GL_TEXTURE_2D, 0);
-                               }
-                               if (!batch)
-                               {
-                                       batch = true;
-                                       glBegin(GL_QUADS);
-                               }
-                               //DrawQuad(dq->x, dq->y, dq->scalex, dq->scaley, 0, 0, 1, 1);
-                               glTexCoord2f (0, 0);glVertex2f (x  , y  );
-                               glTexCoord2f (1, 0);glVertex2f (x+w, y  );
-                               glTexCoord2f (1, 1);glVertex2f (x+w, y+h);
-                               glTexCoord2f (0, 1);glVertex2f (x  , y+h);
                        }
+                       varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = cr;
+                       varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = cg;
+                       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb;
+                       varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
+                       varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+                       varray_texcoord[0][2] = 1;varray_texcoord[0][3] = 0;
+                       varray_texcoord[0][4] = 1;varray_texcoord[0][5] = 1;
+                       varray_texcoord[0][6] = 0;varray_texcoord[0][7] = 1;
+                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 10;
+                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 10;
+                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
+                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
+                       R_Mesh_Draw(4, 2, quadelements);
                        break;
                case DRAWQUEUE_STRING:
                        str = (char *)(dq + 1);
-                       if (strcmp("conchars", currentpic))
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       glEnd();
-                               }
-                               currentpic = "conchars";
-                               glBindTexture(GL_TEXTURE_2D, chartexnum);
-                       }
-                       if (!batch)
+                       if (strcmp("gfx/conchars", currentpic))
                        {
-                               batch = true;
-                               glBegin(GL_QUADS);
+                               currentpic = "gfx/conchars";
+                               m.tex[0] = chartexnum;
+                               R_Mesh_TextureState(&m);
                        }
+                       batchcount = 0;
+                       ac = varray_color;
+                       at = varray_texcoord[0];
+                       av = varray_vertex;
                        while ((num = *str++) && x < vid.conwidth)
                        {
                                if (num != ' ')
@@ -478,84 +493,102 @@ void R_DrawQueue(void)
                                        t = (num >> 4)*0.0625f + (0.5f / 256.0f);
                                        u = 0.0625f - (1.0f / 256.0f);
                                        v = 0.0625f - (1.0f / 256.0f);
-                                       //DrawQuad(x, y, w, h, (num & 15)*0.0625f + (0.5f / 256.0f), (num >> 4)*0.0625f + (0.5f / 256.0f), 0.0625f - (1.0f / 256.0f), 0.0625f - (1.0f / 256.0f));
-                                       glTexCoord2f (s  , t  );glVertex2f (x  , y  );
-                                       glTexCoord2f (s+u, t  );glVertex2f (x+w, y  );
-                                       glTexCoord2f (s+u, t+v);glVertex2f (x+w, y+h);
-                                       glTexCoord2f (s  , t+v);glVertex2f (x  , y+h);
+                                       ac[0] = ac[4] = ac[ 8] = ac[12] = cr;
+                                       ac[1] = ac[5] = ac[ 9] = ac[13] = cg;
+                                       ac[2] = ac[6] = ac[10] = ac[14] = cb;
+                                       ac[3] = ac[7] = ac[11] = ac[15] = ca;
+                                       at[0] = s  ;at[1] = t  ;
+                                       at[2] = s+u;at[3] = t  ;
+                                       at[4] = s+u;at[5] = t+v;
+                                       at[6] = s  ;at[7] = t+v;
+                                       av[ 0] = x  ;av[ 1] = y  ;av[ 2] = 10;
+                                       av[ 4] = x+w;av[ 5] = y  ;av[ 6] = 10;
+                                       av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
+                                       av[12] = x  ;av[13] = y+h;av[14] = 10;
+                                       ac += 16;
+                                       at += 8;
+                                       av += 16;
+                                       batchcount++;
+                                       if (batchcount >= 128)
+                                       {
+                                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                                               batchcount = 0;
+                                               ac = varray_color;
+                                               at = varray_texcoord[0];
+                                               av = varray_vertex;
+                                       }
                                }
                                x += w;
                        }
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                       break;
+               case DRAWQUEUE_MESH:
+                       mesh = (void *)(dq + 1);
+                       m.tex[0] = R_GetTexture(mesh->texture);
+                       R_Mesh_TextureState(&m);
+                       R_Mesh_ResizeCheck(mesh->numvertices);
+                       memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
+                       memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
+                       memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
+                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
+                       currentpic = "\0";
                        break;
                }
        }
-       if (batch)
-               glEnd();
-       CHECKGLERROR
 
        if (!v_hwgamma.integer)
        {
-               glDisable(GL_TEXTURE_2D);
-               CHECKGLERROR
+               // we use one big triangle for all the screen blends
+               varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+               varray_texcoord[0][2] = 0;varray_texcoord[0][3] = 0;
+               varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
+               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+               varray_vertex[4] = 10000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+               varray_vertex[8] = -5000;varray_vertex[1] = 10000;varray_vertex[2] = 10;
+               // alpha is 1 for all these
+               varray_color[3] = varray_color[7] = varray_color[11] = 1;
+               // all the blends ignore depth
+               m.depthdisable = true;
                t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
                if (t >= 1.01f)
                {
-                       glBlendFunc (GL_DST_COLOR, GL_ONE);
-                       CHECKGLERROR
-                       glBegin (GL_TRIANGLES);
+                       m.blendfunc1 = GL_DST_COLOR;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
                        while (t >= 1.01f)
                        {
-                               num = (int) ((t - 1.0f) * 255.0f);
-                               if (num > 255)
-                                       num = 255;
-                               glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                               glVertex2f (-5000, -5000);
-                               glVertex2f (10000, -5000);
-                               glVertex2f (-5000, 10000);
+                               cr = t - 1.0f;
+                               if (cr > 1.0f)
+                                       cr = 1.0f;
+                               varray_color[0] = varray_color[4] = varray_color[ 8] = cr;
+                               varray_color[1] = varray_color[5] = varray_color[ 9] = cr;
+                               varray_color[2] = varray_color[6] = varray_color[10] = cr;
+                               R_Mesh_Draw(3, 1, polygonelements);
                                t *= 0.5;
                        }
-                       glEnd ();
-                       CHECKGLERROR
                }
                else if (t <= 0.99f)
                {
-                       glBlendFunc(GL_ZERO, GL_SRC_COLOR);
-                       CHECKGLERROR
-                       glBegin(GL_TRIANGLES);
-                       num = (int) (t * 255.0f);
-                       glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       glVertex2f (-5000, -5000);
-                       glVertex2f (10000, -5000);
-                       glVertex2f (-5000, 10000);
-                       glEnd();
-                       CHECKGLERROR
+                       m.blendfunc1 = GL_ZERO;
+                       m.blendfunc2 = GL_SRC_COLOR;
+                       R_Mesh_State(&m);
+                       varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = t;
+                       varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = t;
+                       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = t;
+                       R_Mesh_Draw(3, 1, polygonelements);
                }
                if (v_brightness.value >= 0.01f)
                {
-                       glBlendFunc (GL_ONE, GL_ONE);
-                       CHECKGLERROR
-                       num = (int) (v_brightness.value * 255.0f);
-                       glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       CHECKGLERROR
-                       glBegin (GL_TRIANGLES);
-                       glVertex2f (-5000, -5000);
-                       glVertex2f (10000, -5000);
-                       glVertex2f (-5000, 10000);
-                       glEnd ();
-                       CHECKGLERROR
+                       m.blendfunc1 = GL_ONE;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+                       varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = v_brightness.value;
+                       varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = v_brightness.value;
+                       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = v_brightness.value;
+                       R_Mesh_Draw(3, 1, polygonelements);
                }
-               glEnable(GL_TEXTURE_2D);
-               CHECKGLERROR
        }
-
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       CHECKGLERROR
-       glEnable (GL_CULL_FACE);
-       CHECKGLERROR
-       glEnable (GL_DEPTH_TEST);
-       CHECKGLERROR
-       glDisable (GL_BLEND);
-       CHECKGLERROR
-       glColor4ub (255, 255, 255, 255);
-       CHECKGLERROR
+       R_Mesh_Finish();
 }
+