#include "quakedef.h"
#include "image.h"
+#include "wad.h"
+
+#include "cl_video.h"
+
static rtexture_t *char_texture;
cachepic_t *pic;
qpic_t *p;
+ if (!strncmp(CLVIDEOPREFIX, path, sizeof(CLVIDEOPREFIX) - 1)) {
+ clvideo_t *video;
+
+ video = CL_GetVideo(path);
+ if( video )
+ return &video->cpif;
+ }
+
crc = CRC_Block(path, strlen(path));
hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
for (pic = cachepichash[hashkey];pic;pic = pic->chain)
pic->tex = draw_generateconchars();
if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
pic->tex = draw_generatemousepointer();
+ if (pic->tex == NULL && !strcmp(path, "gfx/prydoncursor001.tga"))
+ pic->tex = draw_generatemousepointer();
if (pic->tex == NULL && !strcmp(path, "gfx/crosshair1.tga"))
pic->tex = draw_generatecrosshair(0);
if (pic->tex == NULL && !strcmp(path, "gfx/crosshair2.tga"))
if (pic->tex == NULL)
{
Con_Printf("Draw_CachePic: failed to load %s\n", path);
- pic->tex = r_notexture;
+ pic->tex = r_texture_notexture;
}
pic->width = R_TextureWidth(pic->tex);
r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
r_view_z = 0;
- r_view_fov_x = bound(1, r_refdef.fov_x, 170);
- r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_fov_x = bound(0.1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(0.1, r_refdef.fov_y, 170);
r_view_matrix = r_refdef.viewentitymatrix;
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
{
dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
color = dq->color;
-
+
if(dq->flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else if(dq->flags == DRAWFLAG_MODULATE)
// 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
+ // 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);
break;
case DRAWQUEUE_RESETCLIP:
GL_ScissorTest(false);
- break;
+ break;
}
}