]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
made r_showtris transparent (quite faint actually), color coded different types of...
[xonotic/darkplaces.git] / gl_rmain.c
index 9c0dfd0d027413989bf2c6981e84a7d34829712f..61971ea15320ef5952a829771e2379640e7df74b 100644 (file)
@@ -628,8 +628,6 @@ void R_RenderView(void)
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        R_ClearScreen();
-
-       R_Mesh_Start();
        R_TimeReport("setup");
 
        qglDepthFunc(GL_LEQUAL);
@@ -637,19 +635,6 @@ void R_RenderView(void)
        qglEnable(GL_POLYGON_OFFSET_FILL);
 
        R_RenderScene();
-       if (r_showtris.integer)
-       {
-               rmeshstate_t m;
-               GL_Color(1,1,1,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthTest(GL_FALSE);
-               GL_DepthMask(GL_FALSE);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
-               r_showtrispass = true;
-               R_RenderScene();
-               r_showtrispass = false;
-       }
 
        qglPolygonOffset(0, 0);
        qglDisable(GL_POLYGON_OFFSET_FILL);
@@ -657,9 +642,6 @@ void R_RenderView(void)
        R_BlendView();
        R_TimeReport("blendview");
        
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
-
        GL_Scissor(0, 0, vid.realwidth, vid.realheight);
        GL_ScissorTest(false);
 }
@@ -675,6 +657,8 @@ void R_RenderScene(void)
 
        r_framecount++;
 
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
        R_SetFrustum();
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
@@ -715,6 +699,8 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0, 0.015, 0, 1);
+
        R_DrawModels();
        R_TimeReport("models");
 
@@ -722,6 +708,7 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0, 0, 0.033, 1);
        R_ShadowVolumeLighting(false);
        R_TimeReport("rtlights");
 
@@ -729,6 +716,8 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0.1, 0, 0, 1);
+
        R_DrawLightningBeams();
        R_TimeReport("lightning");
 
@@ -750,12 +739,14 @@ void R_RenderScene(void)
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer)
+       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
 
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
        // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();