glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
f = brightness.value = bound(1.0f, brightness.value, 5.0f);
- if (f > 1)
+ if (f >= 1.01f)
{
glBlendFunc (GL_DST_COLOR, GL_ONE);
glBegin (GL_TRIANGLES);
- while (f > 1)
+ while (f >= 1.01f)
{
if (f >= 2)
glColor3f (1, 1, 1);
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
contrast.value = bound(0.2, contrast.value, 1.0);
- if (contrast.value < 1.0f)
+ if (contrast.value < 0.99f)
{
glBegin (GL_TRIANGLES);
glColor4f (1, 1, 1, 1-contrast.value);
This is called every frame, and can also be called explicitly to flush
text to the screen.
-WARNING: be very careful calling this from elsewhere, because the refresh
-needs almost the entire 256k of stack space!
+LordHavoc: due to my rewrite of R_WorldNode, it no longer takes 256k of stack space :)
==================
*/
extern cvar_t gl_vertexarrays;
extern qboolean gl_arrays;
void GL_Finish();
-int c_nodes;
void SCR_UpdateScreen (void)
{
double time1 = 0, time2;
if (r_speeds.value)
- {
time1 = Sys_FloatTime ();
- c_brush_polys = 0;
- c_alias_polys = 0;
- c_nodes = 0;
- }
if (!gl_arrays)
gl_vertexarrays.value = 0;
if (vid.recalc_refdef)
SCR_CalcRefdef ();
- glClearColor(0,0,0,0);
+ glClearColor(1,0,0,0);
glClear (GL_COLOR_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
//
if (r_speeds.value)
{
time2 = Sys_FloatTime ();
- Con_Printf ("%3i ms %4i wpoly %4i epoly %4i transpoly %4i BSPnodes\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys, currenttranspoly, c_nodes);
+ Con_Printf ("%3i ms %4i wpoly %4i epoly %4i transpoly %4i lightpoly %4i BSPnodes %4i BSPleafs\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys, currenttranspoly, c_light_polys, c_nodes, c_leafs);
}
GL_EndRendering ();
}