float size = 8;
char temp[256];
if (!cls.qw_downloadname[0])
+ {
+ cls.qw_downloadspeedrate = 0;
+ cls.qw_downloadspeedtime = realtime;
+ cls.qw_downloadspeedcount = 0;
return 0;
- dpsnprintf(temp, sizeof(temp), "Downloading %s ... %3i%%\n", cls.qw_downloadname, cls.qw_downloadpercent);
+ }
+ if (realtime >= cls.qw_downloadspeedtime + 1)
+ {
+ cls.qw_downloadspeedrate = cls.qw_downloadspeedcount;
+ cls.qw_downloadspeedtime = realtime;
+ cls.qw_downloadspeedcount = 0;
+ }
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ dpsnprintf(temp, sizeof(temp), "Downloading %s %3i%% (%i) at %i bytes/s\n", cls.qw_downloadname, cls.qw_downloadpercent, cls.qw_downloadmemorycursize, cls.qw_downloadspeedrate);
+ else
+ dpsnprintf(temp, sizeof(temp), "Downloading %s %3i%% (%i/%i) at %i bytes/s\n", cls.qw_downloadname, cls.qw_downloadpercent, cls.qw_downloadmemorycursize, cls.qw_downloadmemorymaxsize, cls.qw_downloadspeedrate);
len = (int)strlen(temp);
x = (vid_conwidth.integer - len*size) / 2;
y = vid_conheight.integer - size - offset;
Host_StartVideo();
S_StopAllSounds();
- SCR_UpdateLoadingScreen();
+ SCR_UpdateLoadingScreen(false);
}
//=============================================================================
R_TimeReport("meshfinish");
}
-void SCR_UpdateLoadingScreen (void)
+void SCR_UpdateLoadingScreen (qboolean clear)
{
float x, y;
cachepic_t *pic;
//qglDisable(GL_SCISSOR_TEST);CHECKGLERROR
//qglDepthMask(1);CHECKGLERROR
qglColorMask(1,1,1,1);CHECKGLERROR
- //qglClearColor(0,0,0,0);CHECKGLERROR
- //qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+ qglClearColor(0,0,0,0);CHECKGLERROR
+ // when starting up a new video mode, make sure the screen is cleared to black
+ if (clear)
+ {
+ qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+ }
//qglDisable(GL_CULL_FACE);CHECKGLERROR
//R_ClearScreen();
R_Textures_Frame();
texcoord2f[6] = 0;texcoord2f[7] = 1;
if (vid.stereobuffer)
{
- qglDrawBuffer(GL_BACK_LEFT);
+ qglDrawBuffer(GL_FRONT_LEFT);
R_Mesh_Draw(0, 4, 2, polygonelements);
- qglDrawBuffer(GL_BACK_RIGHT);
+ qglDrawBuffer(GL_FRONT_RIGHT);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
else
{
- qglDrawBuffer(GL_BACK);
+ qglDrawBuffer(GL_FRONT);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
R_Mesh_Finish();
// refresh
- VID_Finish(false);
+ // not necessary when rendering to GL_FRONT buffers
+ //VID_Finish(false);
}
void CL_UpdateScreen(void)