}
if (glfog.value)
{
+ if (!r_render.value)
+ return;
if(fog_density)
{
// LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
void R_DrawSpriteModel (entity_t *e)
{
mspriteframe_t *oldframe, *newframe;
- float *up, *right, lerp, ilerp;
- vec3_t v_forward, v_right, v_up, org;
+ float lerp, ilerp;
+ vec3_t forward, right, up, org;
msprite_t *psprite;
// don't even bother culling, because it's just a single
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
- AngleVectors (e->angles, v_forward, v_right, v_up);
- up = v_up;
- right = v_right;
+ AngleVectors (e->angles, forward, right, up);
VectorSubtract(e->origin, vpn, org);
}
else
{ // normal sprite
- up = vup;
- right = vright;
+ VectorCopy(vup, up);
+ VectorCopy(vright, right);
VectorCopy(e->origin, org);
}
if (e->scale != 1)
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
+ if (!r_render.value)
+ return;
//
// set up viewpoint
//
*/
void R_Clear (void)
{
+ if (!r_render.value)
+ return;
// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
gldepthmin = 0;
gldepthmax = 1;
// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
void GL_Brighten()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
void GL_BlendView()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);