//============================================================================
+void gl_screen_start()
+{
+ scr_ram = Draw_PicFromWad ("ram");
+ scr_net = Draw_PicFromWad ("net");
+ scr_turtle = Draw_PicFromWad ("turtle");
+}
+
+void gl_screen_shutdown()
+{
+}
+
/*
==================
SCR_Init
==================
*/
-void SCR_Init (void)
+void GL_Screen_Init (void)
{
Cvar_RegisterVariable (&scr_fov);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
- scr_ram = Draw_PicFromWad ("ram");
- scr_net = Draw_PicFromWad ("net");
- scr_turtle = Draw_PicFromWad ("turtle");
-
scr_initialized = true;
+
+ R_RegisterModule("GL_Screen", gl_screen_start, gl_screen_shutdown);
}
SCR_UpdateScreen ();
cl.cshifts[0].percent = 0; // no area contents palette on next frame
- VID_SetPalette (host_basepal);
}
+void DrawCrosshair(int num);
void GL_Set2D (void);
extern void SHOWLMP_drawall();
if (vid.recalc_refdef)
SCR_CalcRefdef ();
- glClearColor(1,0,0,0);
+ glClearColor(0,0,0,0);
glClear (GL_COLOR_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
//
else
{
if (crosshair.value)
- Draw_Character (r_refdef.vrect.x + r_refdef.vrect.width/2, r_refdef.vrect.y + r_refdef.vrect.height/2, '+');
+ DrawCrosshair(crosshair.value);
SCR_DrawRam ();
SCR_DrawNet ();