cvar_t scr_showpause = {"showpause","1"};
cvar_t scr_printspeed = {"scr_printspeed","8"};
cvar_t showfps = {"showfps", "0", true};
+cvar_t r_render = {"r_render", "1"};
extern cvar_t crosshair;
scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
-// force the status bar to redraw
-// Sbar_Changed ();
-
//========================================
// bound viewsize
Cvar_RegisterVariable (&scr_centertime);
Cvar_RegisterVariable (&scr_printspeed);
Cvar_RegisterVariable (&showfps);
+ Cvar_RegisterVariable (&r_render);
+#ifdef NORENDER
+ r_render.value = 0;
+#endif
//
// register our commands
==============================================================================
*/
-typedef struct _TargaHeader {
- unsigned char id_length, colormap_type, image_type;
- unsigned short colormap_index, colormap_length;
- unsigned char colormap_size;
- unsigned short x_origin, y_origin, width, height;
- unsigned char pixel_size, attributes;
-} TargaHeader;
-
-
-/*
+/*
==================
SCR_ScreenShot_f
==================
-*/
+*/
void SCR_ScreenShot_f (void)
{
byte *buffer;
- char pcxname[80];
+ char filename[80];
char checkname[MAX_OSPATH];
- int i, c, temp;
+ int i;
//
// find a file name to save it to
//
- strcpy(pcxname,"dp0000.tga");
+ strcpy(filename,"dp0000.tga");
for (i=0 ; i<=9999 ; i++)
{
- pcxname[2] = (i/1000)%10 + '0';
- pcxname[3] = (i/ 100)%10 + '0';
- pcxname[4] = (i/ 10)%10 + '0';
- pcxname[5] = (i/ 1)%10 + '0';
- sprintf (checkname, "%s/%s", com_gamedir, pcxname);
+ filename[2] = (i/1000)%10 + '0';
+ filename[3] = (i/ 100)%10 + '0';
+ filename[4] = (i/ 10)%10 + '0';
+ filename[5] = (i/ 1)%10 + '0';
+ sprintf (checkname, "%s/%s", com_gamedir, filename);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
return;
}
-
- buffer = malloc(glwidth*glheight*3 + 18);
- memset (buffer, 0, 18);
- buffer[2] = 2; // uncompressed type
- buffer[12] = glwidth&255;
- buffer[13] = glwidth>>8;
- buffer[14] = glheight&255;
- buffer[15] = glheight>>8;
- buffer[16] = 24; // pixel size
-
- glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
-
- // swap rgb to bgr
- c = 18+glwidth*glheight*3;
- for (i=18 ; i<c ; i+=3)
- {
- temp = buffer[i];
- buffer[i] = buffer[i+2];
- buffer[i+2] = temp;
- }
- COM_WriteFile (pcxname, buffer, glwidth*glheight*3 + 18 );
+ buffer = malloc(glwidth*glheight*3);
+ glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ Image_WriteTGARGB(filename, glwidth, glheight, buffer);
free (buffer);
- Con_Printf ("Wrote %s\n", pcxname);
-}
+ Con_Printf ("Wrote %s\n", filename);
+}
//=============================================================================
scr_drawloading = true;
scr_fullupdate = 0;
-// Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
===============
SCR_BringDownConsole
-Brings the console down and fades the palettes back to normal
+Brings the console down and fades the blends back to normal
================
*/
void SCR_BringDownConsole (void)
for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
SCR_UpdateScreen ();
- cl.cshifts[0].percent = 0; // no area contents palette on next frame
+ cl.cshifts[0].percent = 0; // no area contents blend on next frame
}
void DrawCrosshair(int num);
void GL_BrightenScreen()
{
float f;
+ if (!r_render.value)
+ return;
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
f = brightness.value = bound(1.0f, brightness.value, 5.0f);
if (vid.recalc_refdef)
SCR_CalcRefdef ();
- glClearColor(0,0,0,0);
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ if (r_render.value)
+ {
+ glClearColor(0,0,0,0);
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ }
//
// do 3D refresh drawing, and then update the screen
else
{
if (crosshair.value)
- DrawCrosshair(crosshair.value);
+ DrawCrosshair(crosshair.value - 1);
SCR_DrawRam ();
SCR_DrawNet ();
Draw_String(vid.width - (12*8), 0, temp, 9999);
}
- V_UpdatePalette ();
+ V_UpdateBlends ();
GL_BrightenScreen();
// for profiling, this is seperated
void GL_Finish()
{
+ if (!r_render.value)
+ return;
glFinish ();
}