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;
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
buffer[15] = glheight>>8;
buffer[16] = 24; // pixel size
- glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
+ if (r_render.value)
+ glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
// swap rgb to bgr
c = 18+glwidth*glheight*3;
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
// for profiling, this is seperated
void GL_Finish()
{
+ if (!r_render.value)
+ return;
glFinish ();
}