fix funny loading screen breakage with DX vertex formats
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 9 May 2010 10:52:43 +0000 (10:52 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 9 May 2010 10:52:43 +0000 (10:52 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10182 d7cf8633-e32d-0410-b094-e92efae38249

cl_screen.c

index fe6f765..76be67d 100644 (file)
@@ -1975,12 +1975,13 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        GL_DepthTest(false);
        R_Mesh_ResetTextureState();
        GL_Color(1,1,1,1);
-       R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
        if(loadingscreentexture)
        {
+               R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
                R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        }
+       R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
        R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        SCR_DrawLoadingStack();