*/
#include "quakedef.h"
+#include "image.h"
cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
buffer[i][3] = 255;
}
}
- return R_LoadTexture(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ return R_LoadTexture2D(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
// must match NUMCROSSHAIRS in r_crosshairs.c
data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
}
}
- return R_LoadTexture(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
/*
cachepichash[hashkey] = pic;
// load the pic from disk
- pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
+ pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
{
// compatibility with older versions
- pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, false, true);
+ pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
// failed to find gfx/whatever.tga or similar, try the wad
if (pic->tex == NULL && (p = W_GetLumpName (path + 4)))
{
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);
+ pic->tex = R_LoadTexture2D(drawtexturepool, path, 128, 128, pix, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
}
else
- pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+ pic->tex = R_LoadTexture2D(drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
}
}
if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
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);
+ pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0, NULL);
return pic;
}
void R_DrawQueue(void)
{
int pos, num, chartexnum, overbright, texnum, additive, batch;
- float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at, *ac;
+ float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at;
cachepic_t *pic;
drawqueue_t *dq;
char *str, *currentpic;
}
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);
+ qglDepthFunc(GL_LEQUAL);
R_Mesh_Start();
R_Mesh_Matrix(&r_identitymatrix);
- memset(&m, 0, sizeof(m));
chartexnum = R_GetTexture(char_texture);
- m.tex[0] = chartexnum;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = 0;
R_Mesh_TextureState(&m);
currentpic = "";
if (h == 0)
h = pic->height;
}
- 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_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
+ varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
+ varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
+ varray_texcoord[0][12] = 0;varray_texcoord[0][13] = 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;
t = (num >> 4)*0.0625f + (0.5f / 256.0f);
u = 0.0625f - (1.0f / 256.0f);
v = 0.0625f - (1.0f / 256.0f);
- 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;
+ at[ 0] = s ;at[ 1] = t ;
+ at[ 4] = s+u;at[ 5] = t ;
+ at[ 8] = s+u;at[ 9] = t+v;
+ at[12] = s ;at[13] = 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;
+ at += 16;
av += 16;
batchcount++;
if (batchcount >= 128)
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_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
GL_UseColorArray();
R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
{
// 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_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;