]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
cleaned up R_RenderView setup code a bit, and shuffled SCR_CalcRefdef stuff to SCR_Up...
[xonotic/darkplaces.git] / gl_draw.c
index 7ff921e1165dbde807d7d0f99457f6a96d7121a3..e143ad3ea2277e8f3b570af032c5354e466d620c 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -19,10 +19,7 @@ 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"};
+#include "image.h"
 
 static rtexture_t *char_texture;
 
@@ -78,7 +75,7 @@ static rtexture_t *draw_generatemousepointer(void)
                        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
@@ -195,7 +192,29 @@ static rtexture_t *draw_generatecrosshair(int num)
                        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);
+}
+
+static rtexture_t *draw_generateditherpattern(void)
+{
+#if 1
+       int x, y;
+       qbyte data[8*8*4];
+       for (y = 0;y < 8;y++)
+       {
+               for (x = 0;x < 8;x++)
+               {
+                       data[(y*8+x)*4+0] = data[(y*8+x)*4+1] = data[(y*8+x)*4+2] = ((x^y) & 4) ? 255 : 0;
+                       data[(y*8+x)*4+3] = 255;
+               }
+       }
+       return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+#else
+       qbyte data[16];
+       memset(data, 255, sizeof(data));
+       data[0] = data[1] = data[2] = data[12] = data[13] = data[14] = 0;
+       return R_LoadTexture2D(drawtexturepool, "ditherpattern", 2, 2, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+#endif
 }
 
 /*
@@ -215,9 +234,6 @@ 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");
@@ -228,21 +244,27 @@ cachepic_t        *Draw_CachePic (char *path)
        cachepichash[hashkey] = pic;
 
        // load the pic from disk
-       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
-       if (pic->tex == NULL && (p = W_GetLumpName (path)))
+       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       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, TEXF_ALPHA | TEXF_PRECACHE);
+               // 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_LoadTexture2D(drawtexturepool, path, 128, 128, pix, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
+                       }
+                       else
+                               pic->tex = R_LoadTexture2D(drawtexturepool, path, p->width, p->height, p->data, 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);
        }
        if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
                pic->tex = draw_generatemousepointer();
@@ -256,14 +278,80 @@ cachepic_t        *Draw_CachePic (char *path)
                pic->tex = draw_generatecrosshair(3);
        if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
                pic->tex = draw_generatecrosshair(4);
+       if (pic->tex == NULL && !strcmp(path, "gfx/colorcontrol/ditherpattern.tga"))
+               pic->tex = draw_generateditherpattern();
        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_LoadTexture2D(drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0, NULL);
+       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) && pic->tex)
+               {
+                       R_FreeTexture(pic->tex);
+                       pic->width = 0;
+                       pic->height = 0;
+                       return;
+               }
+       }
+}
+
 /*
 ===============
 Draw_Init
@@ -276,7 +364,7 @@ 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)
@@ -293,183 +381,104 @@ static void gl_draw_newmap(void)
 
 void GL_Draw_Init (void)
 {
-       Cvar_RegisterVariable (&scr_conalpha);
-
        numcachepics = 0;
        memset(cachepichash, 0, sizeof(cachepichash));
 
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
+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, texnum, batch;
+       float x, y, w, h, s, t, u, v, *av, *at, c[4];
        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;
+               }
+       }
+       qglViewport(0, 0, vid.realwidth, vid.realheight);
+       GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
+       qglDepthFunc(GL_LEQUAL);
+       R_Mesh_Start();
+       R_Mesh_Matrix(&r_identitymatrix);
 
        chartexnum = R_GetTexture(char_texture);
 
-       additive = false;
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = 0;
+       R_Mesh_State_Texture(&m);
+
        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);
-                       }
-               }
+               color = dq->color;
+               
+               if(dq->flags == DRAWFLAG_ADDITIVE)
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               else if(dq->flags == DRAWFLAG_MODULATE)
+                       GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               else if(dq->flags == DRAWFLAG_2XMODULATE)
+                       GL_BlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
                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));
-               }
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+               GL_DepthMask(true);
+               GL_DepthTest(false);
+
+               c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f);
+               c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f);
+               c[2] = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f);
+               c[3] = (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 (batch)
-                                       {
-                                               batch = false;
-                                               glEnd();
-                                       }
-                                       currentpic = str;
-                                       pic = Draw_CachePic(str);
-                                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
-                               }
-                               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);
-                       }
-                       break;
                case DRAWQUEUE_STRING:
+                       GL_Color(c[0], c[1], c[2], c[3]);
                        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;
                        }
+                       batchcount = 0;
+                       GL_VertexPointer(varray_vertex3f);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Mesh_State_Texture(&m);
+                       at = varray_texcoord2f[0];
+                       av = varray_vertex3f;
                        while ((num = *str++) && x < vid.conwidth)
                        {
                                if (num != ' ')
@@ -478,84 +487,103 @@ 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);
+                                       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[ 3] = x+w;av[ 4] = y  ;av[ 5] = 10;
+                                       av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+                                       av[ 9] = x  ;av[10] = y+h;av[11] = 10;
+                                       at += 8;
+                                       av += 12;
+                                       batchcount++;
+                                       if (batchcount >= 128)
+                                       {
+                                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                                               batchcount = 0;
+                                               at = varray_texcoord2f[0];
+                                               av = varray_vertex3f;
+                                       }
                                }
                                x += w;
                        }
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                       break;
+               case DRAWQUEUE_MESH:
+                       mesh = (void *)(dq + 1);
+                       GL_VertexPointer(mesh->data_vertex3f);
+                       GL_ColorPointer(mesh->data_color4f);
+                       m.tex[0] = R_GetTexture(mesh->texture);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+                       currentpic = "\0";
+                       break;
+               case DRAWQUEUE_SETCLIP:
+                       {
+                               // We have to convert the con coords into real coords
+                               int x , y, width, height;
+                               x = dq->x * ((float)vid.realwidth / vid.conwidth);
+                               // OGL uses top to bottom 
+                               y = dq->y * ((float) vid.realheight / vid.conheight);
+                               width = dq->scalex * ((float)vid.realwidth / vid.conwidth);
+                               height = dq->scaley * ((float)vid.realheight / vid.conheight);
+
+                               GL_Scissor(x, y, width, height);
+
+                               GL_ScissorTest(true);
+                       }
                        break;
+               case DRAWQUEUE_RESETCLIP:
+                       GL_ScissorTest(false);
+                       break;                          
                }
        }
-       if (batch)
-               glEnd();
-       CHECKGLERROR
 
-       if (!v_hwgamma.integer)
+       if (!vid_usinghwgamma)
        {
-               glDisable(GL_TEXTURE_2D);
-               CHECKGLERROR
-               t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
-               if (t >= 1.01f)
+               // all the blends ignore depth
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+               GL_DepthMask(true);
+               GL_DepthTest(false);
+               if (v_color_enable.integer)
+               {
+                       c[0] = v_color_white_r.value;
+                       c[1] = v_color_white_g.value;
+                       c[2] = v_color_white_b.value;
+               }
+               else
+                       c[0] = c[1] = c[2] = v_contrast.value;
+               if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
-                       glBlendFunc (GL_DST_COLOR, GL_ONE);
-                       CHECKGLERROR
-                       glBegin (GL_TRIANGLES);
-                       while (t >= 1.01f)
+                       GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
+                       while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 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);
-                               t *= 0.5;
+                               GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
+                               R_Mesh_Draw(3, 1, polygonelements);
+                               VectorScale(c, 0.5, c);
                        }
-                       glEnd ();
-                       CHECKGLERROR
                }
-               else if (t <= 0.99f)
+               if (v_color_enable.integer)
                {
-                       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
+                       c[0] = v_color_black_r.value;
+                       c[1] = v_color_black_g.value;
+                       c[2] = v_color_black_b.value;
                }
-               if (v_brightness.value >= 0.01f)
+               else
+                       c[0] = c[1] = c[2] = v_brightness.value;
+               if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 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
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
+                       GL_Color(c[0], c[1], c[2], 1);
+                       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();
 }
+