if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
floats[12] = 0.0f;floats[13] = 0.0f;
floats[14] = 1.0f;floats[15] = 0.0f;
floats[16] = 1.0f;floats[17] = 1.0f;
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (pic)
{
if (width == 0)
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
if(!r_draw2d.integer && !r_draw2d_force)
return startx + DrawQ_TextWidth_UntilWidth_TrackColors_Scale(text, &maxlen, w, h, sw, sh, NULL, ignorecolorcodes, fnt, 1000000000);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (!fontmap)
R_Mesh_TexBind(0, fnt->tex);
R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (pic)
{
if (width == 0)
return;
DrawQ_ProcessDrawFlag(flags, hasalpha);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f);
hasalpha = true;
_DrawQ_SetupAndProcessDrawFlag(flags, NULL, hasalpha ? 0.5f : 1.0f);
+
if(!r_draw2d.integer && !r_draw2d_force)
return;
break;
}
// all the blends ignore depth
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_DepthMask(true);
GL_DepthRange(0, 1);