2D is now drawn using R_Mesh system
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 28 Sep 2002 04:44:44 +0000 (04:44 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 28 Sep 2002 04:44:44 +0000 (04:44 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2456 d7cf8633-e32d-0410-b094-e92efae38249

cl_screen.c
cl_screen.h
cl_video.c
gl_draw.c

index 9d5ca62..741f448 100644 (file)
@@ -580,7 +580,7 @@ void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
        drawqueuemesh_t *m;
        size = sizeof(*dq);
        size += sizeof(drawqueuemesh_t);
-       size += sizeof(int) * mesh->numindices;
+       size += sizeof(int[3]) * mesh->numtriangles;
        size += sizeof(float[4]) * mesh->numvertices;
        size += sizeof(float[2]) * mesh->numvertices;
        size += sizeof(float[4]) * mesh->numvertices;
@@ -597,10 +597,10 @@ void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
        dq->scaley = 0;
        p = (void *)(dq + 1);
        m = p;(qbyte *)p += sizeof(drawqueuemesh_t);
-       m->numindices = mesh->numindices;
+       m->numtriangles = mesh->numtriangles;
        m->numvertices = mesh->numvertices;
        m->texture = mesh->texture;
-       m->indices   = p;memcpy(m->indices  , mesh->indices  , m->numindices  * sizeof(int     ));(qbyte *)p += m->numindices  * sizeof(int     );
+       m->indices   = p;memcpy(m->indices  , mesh->indices  , m->numtriangles * sizeof(int[3]));(qbyte *)p += m->numtriangles * sizeof(int[3]);
        m->vertices  = p;memcpy(m->vertices , mesh->vertices , m->numvertices * sizeof(float[4]));(qbyte *)p += m->numvertices * sizeof(float[4]);
        m->texcoords = p;memcpy(m->texcoords, mesh->texcoords, m->numvertices * sizeof(float[2]));(qbyte *)p += m->numvertices * sizeof(float[2]);
        m->colors    = p;memcpy(m->colors   , mesh->colors   , m->numvertices * sizeof(float[4]));(qbyte *)p += m->numvertices * sizeof(float[4]);
index f54d99a..37b15ad 100644 (file)
@@ -23,7 +23,7 @@ drawqueue_t;
 typedef struct drawqueuemesh_s
 {
        rtexture_t *texture;
-       int numindices;
+       int numtriangles;
        int numvertices;
        int *indices;
        float *vertices;
index b509234..857d5d8 100644 (file)
@@ -116,7 +116,7 @@ void CL_DrawVideo(void)
                vertices[ 8] = x2;vertices[ 9] = y2;vertices[10] = 0;vertices[11] = 0;
                vertices[12] = x1;vertices[13] = y2;vertices[14] = 0;vertices[15] = 0;
                mesh.texture = cl_videotexture;
-               mesh.numindices = 6;
+               mesh.numtriangles = 2;
                mesh.numvertices = 4;
                mesh.indices = indices;
                mesh.vertices = vertices;
index 90b40c4..f435ed6 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -366,32 +366,45 @@ void GL_Draw_Init (void)
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
-extern cvar_t gl_mesh_drawrangeelements;
-extern int gl_maxdrawrangeelementsvertices;
-extern int gl_maxdrawrangeelementsindices;
-
-#if 0
+int quadelements[768];
 void R_DrawQueue(void)
 {
-       int pos, num, chartexnum, overbright;
-       float x, y, w, h, s, t, u, v;
+       int pos, num, chartexnum, overbright, texnum, additive, batch;
+       float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at, *ac;
        cachepic_t *pic;
        drawqueue_t *dq;
        char *str, *currentpic;
        int batchcount;
        unsigned int color;
        drawqueuemesh_t *mesh;
+       rmeshstate_t m;
 
        if (!r_render.integer)
                return;
 
+       if (!quadelements[1])
+       {
+               // elements for rendering a series of quads as triangles
+               for (batch = 0, pos = 0, num = 0;batch < 128;batch++, num += 4)
+               {
+                       quadelements[pos++] = num;
+                       quadelements[pos++] = num + 1;
+                       quadelements[pos++] = num + 2;
+                       quadelements[pos++] = num;
+                       quadelements[pos++] = num + 2;
+                       quadelements[pos++] = num + 3;
+               }
+       }
        GL_SetupView_ViewPort(vid.realx, vid.realy, vid.realwidth, vid.realheight);
        GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
-       GL_SetupView_Orientation_Identity();
        GL_DepthFunc(GL_LEQUAL);
        R_Mesh_Start();
+       R_Mesh_Matrix(&r_identitymatrix);
 
+       memset(&m, 0, sizeof(m));
        chartexnum = R_GetTexture(char_texture);
+       m.tex[0] = chartexnum;
+       R_Mesh_TextureState(&m);
 
        currentpic = "";
        pic = NULL;
@@ -422,21 +435,17 @@ void R_DrawQueue(void)
                y = dq->y;
                w = dq->scalex;
                h = dq->scaley;
-               
+
                switch(dq->command)
                {
                case DRAWQUEUE_PIC:
                        str = (char *)(dq + 1);
                        if (strcmp(str, currentpic))
                        {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       qglEnd();
-                               }
                                currentpic = str;
                                pic = Draw_CachePic(str);
-                               qglBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
+                               m.tex[0] = R_GetTexture(pic->tex);
+                               R_Mesh_TextureState(&m);
                        }
                        if (*str)
                        {
@@ -449,31 +458,27 @@ void R_DrawQueue(void)
                        varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = cg;
                        varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb;
                        varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
-                       varray_texcoord[0] = 0;varray_texcoord[1] = 0;
-                       varray_texcoord[2] = 1;varray_texcoord[3] = 0;
-                       varray_texcoord[4] = 1;varray_texcoord[5] = 1;
-                       varray_texcoord[6] = 0;varray_texcoord[7] = 1;
-                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 0;
-                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 0;
-                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 0;
-                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 0;
-                       R_Mesh_Draw(4, 2, polygonelements);
+                       varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+                       varray_texcoord[0][2] = 1;varray_texcoord[0][3] = 0;
+                       varray_texcoord[0][4] = 1;varray_texcoord[0][5] = 1;
+                       varray_texcoord[0][6] = 0;varray_texcoord[0][7] = 1;
+                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 10;
+                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 10;
+                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
+                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
+                       R_Mesh_Draw(4, 2, quadelements);
                        break;
                case DRAWQUEUE_STRING:
                        str = (char *)(dq + 1);
                        if (strcmp("gfx/conchars", currentpic))
                        {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       qglEnd();
-                               }
                                currentpic = "gfx/conchars";
-                               qglBindTexture(GL_TEXTURE_2D, chartexnum);
+                               m.tex[0] = chartexnum;
+                               R_Mesh_TextureState(&m);
                        }
                        batchcount = 0;
                        ac = varray_color;
-                       at = varray_texcoord;
+                       at = varray_texcoord[0];
                        av = varray_vertex;
                        while ((num = *str++) && x < vid.conwidth)
                        {
@@ -491,35 +496,37 @@ void R_DrawQueue(void)
                                        at[2] = s+u;at[3] = t  ;
                                        at[4] = s+u;at[5] = t+v;
                                        at[6] = s  ;at[7] = t+v;
-                                       av[0] = x  ;av[1] = y  ;av[2] = 0;
-                                       av[4] = x+w;av[1] = y  ;av[2] = 0;
-                                       av[8] = x+w;av[1] = y+h;av[2] = 0;
-                                       av[0] = x  ;av[1] = y+h;av[2] = 0;
+                                       av[ 0] = x  ;av[ 1] = y  ;av[ 2] = 10;
+                                       av[ 4] = x+w;av[ 5] = y  ;av[ 6] = 10;
+                                       av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
+                                       av[12] = x  ;av[13] = y+h;av[14] = 10;
                                        ac += 16;
                                        at += 8;
                                        av += 16;
                                        batchcount++;
                                        if (batchcount >= 128)
                                        {
-                                               R_Mesh_Draw(batchcount * 4, batchcount * 2, polygonelements);
+                                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
                                                batchcount = 0;
                                                ac = varray_color;
-                                               at = varray_texcoord;
+                                               at = varray_texcoord[0];
                                                av = varray_vertex;
                                        }
                                }
                                x += w;
                        }
-                       R_Mesh_Draw(batchcount * 4, batchcount * 2, polygonelements);
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
                        m.tex[0] = R_GetTexture(mesh->texture);
+                       R_Mesh_TextureState(&m);
                        R_Mesh_ResizeCheck(mesh->numvertices);
                        memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_texcoord, mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
+                       memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
                        memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->indices);
+                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
                        currentpic = "\0";
                        break;
                }
@@ -527,352 +534,56 @@ void R_DrawQueue(void)
 
        if (!v_hwgamma.integer)
        {
+               // we use one big triangle for all the screen blends
+               varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+               varray_texcoord[0][2] = 0;varray_texcoord[0][3] = 0;
+               varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
+               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+               varray_vertex[4] = 10000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+               varray_vertex[8] = -5000;varray_vertex[1] = 10000;varray_vertex[2] = 10;
+               // alpha is 1 for all these
+               varray_color[3] = varray_color[7] = varray_color[11] = 1;
+               // all the blends ignore depth
+               m.depthdisable = true;
                t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
                if (t >= 1.01f)
                {
                        m.blendfunc1 = GL_DST_COLOR;
                        m.blendfunc2 = GL_ONE;
-                       m.depthdisable = true;
                        R_Mesh_State(&m);
                        while (t >= 1.01f)
                        {
                                cr = t - 1.0f;
                                if (cr > 1.0f)
                                        cr = 1.0f;
-                               varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = cr;
-                               varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = cr;
-                               varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cr;
-                               varray_texcoord[0] = 0;varray_texcoord[1] = 0;
-                               varray_texcoord[2] = 0;varray_texcoord[3] = 0;
-                               varray_texcoord[4] = 0;varray_texcoord[5] = 0;
-                               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 0;
-                               varray_vertex[4] = 10000;varray_vertex[1] = -5000;varray_vertex[2] = 0;
-                               varray_vertex[8] = -5000;varray_vertex[1] = 10000;varray_vertex[2] = 0;
+                               varray_color[0] = varray_color[4] = varray_color[ 8] = cr;
+                               varray_color[1] = varray_color[5] = varray_color[ 9] = cr;
+                               varray_color[2] = varray_color[6] = varray_color[10] = cr;
                                R_Mesh_Draw(3, 1, polygonelements);
                                t *= 0.5;
                        }
                }
                else if (t <= 0.99f)
                {
-                       qglBlendFunc(GL_ZERO, GL_SRC_COLOR);
-                       CHECKGLERROR
-                       qglBegin(GL_TRIANGLES);
-                       num = (int) (t * 255.0f);
-                       qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       qglVertex2f (-5000, -5000);
-                       qglVertex2f (10000, -5000);
-                       qglVertex2f (-5000, 10000);
-                       qglEnd();
-                       CHECKGLERROR
-               }
-               if (v_brightness.value >= 0.01f)
-               {
-                       qglBlendFunc (GL_ONE, GL_ONE);
-                       CHECKGLERROR
-                       num = (int) (v_brightness.value * 255.0f);
-                       qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       CHECKGLERROR
-                       qglBegin (GL_TRIANGLES);
-                       qglVertex2f (-5000, -5000);
-                       qglVertex2f (10000, -5000);
-                       qglVertex2f (-5000, 10000);
-                       qglEnd ();
-                       CHECKGLERROR
-               }
-               qglEnable(GL_TEXTURE_2D);
-               CHECKGLERROR
-       }
-
-       qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       CHECKGLERROR
-       qglEnable (GL_CULL_FACE);
-       CHECKGLERROR
-       qglEnable (GL_DEPTH_TEST);
-       CHECKGLERROR
-       qglDisable (GL_BLEND);
-       CHECKGLERROR
-       qglColor4ub (255, 255, 255, 255);
-       CHECKGLERROR
-}
-#else
-void R_DrawQueue(void)
-{
-       int pos, num, chartexnum, overbright;
-       float x, y, w, h, s, t, u, v;
-       cachepic_t *pic;
-       drawqueue_t *dq;
-       char *str, *currentpic;
-       int batch, batchcount, additive;
-       unsigned int color;
-       drawqueuemesh_t *mesh;
-
-       if (!r_render.integer)
-               return;
-
-       qglMatrixMode(GL_PROJECTION);
-       qglLoadIdentity();
-       qglOrtho(0, vid.conwidth, vid.conheight, 0, -99999, 99999);
-
-       qglMatrixMode(GL_MODELVIEW);
-    qglLoadIdentity();
-       
-       qglDisable(GL_DEPTH_TEST);
-       qglDisable(GL_CULL_FACE);
-       qglEnable(GL_BLEND);
-       qglEnable(GL_TEXTURE_2D);
-       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       chartexnum = R_GetTexture(char_texture);
-
-       additive = false;
-       qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       currentpic = "";
-       pic = NULL;
-       qglBindTexture(GL_TEXTURE_2D, 0);
-       color = 0;
-       qglColor4ub(0,0,0,0);
-
-       overbright = v_overbrightbits.integer;
-       batch = false;
-       batchcount = 0;
-       for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
-       {
-               dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
-               if (dq->flags & DRAWFLAG_ADDITIVE)
-               {
-                       if (!additive)
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       qglEnd();
-                               }
-                               additive = true;
-                               qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       }
-               }
-               else
-               {
-                       if (additive)
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       qglEnd();
-                               }
-                               additive = false;
-                               qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       }
-               }
-               if (color != dq->color)
-               {
-                       color = dq->color;
-                       qglColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
-               }
-               if (batch && batchcount > 128)
-               {
-                       batch = false;
-                       qglEnd();
-               }
-               x = dq->x;
-               y = dq->y;
-               w = dq->scalex;
-               h = dq->scaley;
-               switch(dq->command)
-               {
-               case DRAWQUEUE_PIC:
-                       str = (char *)(dq + 1);
-                       if (*str)
-                       {
-                               if (strcmp(str, currentpic))
-                               {
-                                       if (batch)
-                                       {
-                                               batch = false;
-                                               qglEnd();
-                                       }
-                                       currentpic = str;
-                                       pic = Draw_CachePic(str);
-                                       qglBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
-                               }
-                               if (w == 0)
-                                       w = pic->width;
-                               if (h == 0)
-                                       h = pic->height;
-                               if (!batch)
-                               {
-                                       batch = true;
-                                       qglBegin(GL_TRIANGLES);
-                                       batchcount = 0;
-                               }
-                               qglTexCoord2f (0, 0);qglVertex2f (x  , y  );
-                               qglTexCoord2f (1, 0);qglVertex2f (x+w, y  );
-                               qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
-                               qglTexCoord2f (0, 0);qglVertex2f (x  , y  );
-                               qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
-                               qglTexCoord2f (0, 1);qglVertex2f (x  , y+h);
-                               batchcount++;
-                       }
-                       else
-                       {
-                               if (currentpic[0])
-                               {
-                                       if (batch)
-                                       {
-                                               batch = false;
-                                               qglEnd();
-                                       }
-                                       currentpic = "";
-                                       qglBindTexture(GL_TEXTURE_2D, 0);
-                               }
-                               if (!batch)
-                               {
-                                       batch = true;
-                                       qglBegin(GL_TRIANGLES);
-                                       batchcount = 0;
-                               }
-                               qglTexCoord2f (0, 0);qglVertex2f (x  , y  );
-                               qglTexCoord2f (1, 0);qglVertex2f (x+w, y  );
-                               qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
-                               qglTexCoord2f (0, 0);qglVertex2f (x  , y  );
-                               qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
-                               qglTexCoord2f (0, 1);qglVertex2f (x  , y+h);
-                               batchcount++;
-                       }
-                       break;
-               case DRAWQUEUE_STRING:
-                       str = (char *)(dq + 1);
-                       if (strcmp("gfx/conchars", currentpic))
-                       {
-                               if (batch)
-                               {
-                                       batch = false;
-                                       qglEnd();
-                               }
-                               currentpic = "gfx/conchars";
-                               qglBindTexture(GL_TEXTURE_2D, chartexnum);
-                       }
-                       if (!batch)
-                       {
-                               batch = true;
-                               qglBegin(GL_TRIANGLES);
-                               batchcount = 0;
-                       }
-                       while ((num = *str++) && x < vid.conwidth)
-                       {
-                               if (num != ' ')
-                               {
-                                       s = (num & 15)*0.0625f + (0.5f / 256.0f);
-                                       t = (num >> 4)*0.0625f + (0.5f / 256.0f);
-                                       u = 0.0625f - (1.0f / 256.0f);
-                                       v = 0.0625f - (1.0f / 256.0f);
-                                       qglTexCoord2f (s  , t  );qglVertex2f (x  , y  );
-                                       qglTexCoord2f (s+u, t  );qglVertex2f (x+w, y  );
-                                       qglTexCoord2f (s+u, t+v);qglVertex2f (x+w, y+h);
-                                       qglTexCoord2f (s  , t  );qglVertex2f (x  , y  );
-                                       qglTexCoord2f (s+u, t+v);qglVertex2f (x+w, y+h);
-                                       qglTexCoord2f (s  , t+v);qglVertex2f (x  , y+h);
-                                       batchcount++;
-                               }
-                               x += w;
-                       }
-                       break;
-               case DRAWQUEUE_MESH:
-                       if (batch)
-                       {
-                               batch = false;
-                               qglEnd();
-                       }
-                       
-                       mesh = (void *)(dq + 1);
-                       qglBindTexture(GL_TEXTURE_2D, R_GetTexture(mesh->texture));
-                       qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), mesh->vertices);CHECKGLERROR
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), mesh->texcoords);CHECKGLERROR
-                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), mesh->colors);CHECKGLERROR
-                       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-                       GL_DrawRangeElements(0, mesh->numvertices, mesh->numindices, mesh->indices);
-                       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-
-                       // restore color, since it got trashed by using color array
-                       qglColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
-                       CHECKGLERROR
-                       currentpic = "\0";
-                       break;
-               }
-       }
-       if (batch)
-               qglEnd();
-       CHECKGLERROR
-
-       if (!v_hwgamma.integer)
-       {
-               qglDisable(GL_TEXTURE_2D);
-               CHECKGLERROR
-               t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
-               if (t >= 1.01f)
-               {
-                       qglBlendFunc (GL_DST_COLOR, GL_ONE);
-                       CHECKGLERROR
-                       qglBegin (GL_TRIANGLES);
-                       while (t >= 1.01f)
-                       {
-                               num = (int) ((t - 1.0f) * 255.0f);
-                               if (num > 255)
-                                       num = 255;
-                               qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                               qglVertex2f (-5000, -5000);
-                               qglVertex2f (10000, -5000);
-                               qglVertex2f (-5000, 10000);
-                               t *= 0.5;
-                       }
-                       qglEnd ();
-                       CHECKGLERROR
-               }
-               else if (t <= 0.99f)
-               {
-                       qglBlendFunc(GL_ZERO, GL_SRC_COLOR);
-                       CHECKGLERROR
-                       qglBegin(GL_TRIANGLES);
-                       num = (int) (t * 255.0f);
-                       qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       qglVertex2f (-5000, -5000);
-                       qglVertex2f (10000, -5000);
-                       qglVertex2f (-5000, 10000);
-                       qglEnd();
-                       CHECKGLERROR
+                       m.blendfunc1 = GL_ZERO;
+                       m.blendfunc2 = GL_SRC_COLOR;
+                       R_Mesh_State(&m);
+                       varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = t;
+                       varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = t;
+                       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = t;
+                       R_Mesh_Draw(3, 1, polygonelements);
                }
                if (v_brightness.value >= 0.01f)
                {
-                       qglBlendFunc (GL_ONE, GL_ONE);
-                       CHECKGLERROR
-                       num = (int) (v_brightness.value * 255.0f);
-                       qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
-                       CHECKGLERROR
-                       qglBegin (GL_TRIANGLES);
-                       qglVertex2f (-5000, -5000);
-                       qglVertex2f (10000, -5000);
-                       qglVertex2f (-5000, 10000);
-                       qglEnd ();
-                       CHECKGLERROR
+                       m.blendfunc1 = GL_ONE;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+                       varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = v_brightness.value;
+                       varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = v_brightness.value;
+                       varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = v_brightness.value;
+                       R_Mesh_Draw(3, 1, polygonelements);
                }
-               qglEnable(GL_TEXTURE_2D);
-               CHECKGLERROR
        }
-
-       qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       CHECKGLERROR
-       qglEnable (GL_CULL_FACE);
-       CHECKGLERROR
-       qglEnable (GL_DEPTH_TEST);
-       CHECKGLERROR
-       qglDisable (GL_BLEND);
-       CHECKGLERROR
-       qglColor4ub (255, 255, 255, 255);
-       CHECKGLERROR
+       R_Mesh_Finish();
 }
-#endif