rmeshinfo_t m;
float tvxyz[3][4], r;
- if (!r_render.integer)
- return;
-
if (r_refdef.viewblend[3] < 0.01f)
return;
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.depthdisable = true; // magic
m.numtriangles = 1;
m.numverts = 3;
R_BlendView();
R_TimeReport("blendview");
+ R_DrawCrosshair();
+ R_TimeReport("crosshair");
+
// render any queued meshs
R_Mesh_Finish();
R_TimeReport("meshfinish");