void SCR_UpdateScreen (void) { VID_UpdateGamma(false); if (!scr_initialized) return; if (vid_hidden) return; // unbind everything to start the frame with a clean slate GL_UnbindBuffers (); GL_UnbindTextures (); SCR_CalcRefdef (); // Do 3D drawing first, followed by 2D, and then finally a finish command V_RenderView (); GL_Set2D (); if (r_netgraph.value) R_DrawNetGraph (); if (cl.intermission == 1 && key_dest != key_menu) { Sbar_IntermissionOverlay (); Con_ClearNotify (); } else if (cl.intermission == 2 && key_dest != key_menu) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); Con_ClearNotify (); } if (cls.state == ca_active) { SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); if (!cl.intermission) { if (key_dest != key_menu) Draw_Crosshair (); SCR_CheckDrawCenterString (); SCR_DrawSpeed (); SCR_DrawFPS (); Sbar_Draw (); } } SCR_DrawConsole (); M_Draw (); Draw_EndBatching (); VID_Finish (); }
void SCR_DrawScreen (void) { if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else if (cl.intermission == 3 && key_dest == key_game) { SCR_CheckDrawCenterString (); } else { SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen (void) { static float oldscr_viewsize; vrect_t vrect; if (block_drawing) return; vid.numpages = 2 + gl_triplebuffer.value; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GX_BeginRendering (&gxx, &gxy, &gxwidth, &gxheight); // // determine size of refresh window // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GX_Set2D (); // // draw any areas not covered by the refresh // SCR_TileClear (); if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { if (crosshair.value) Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+'); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } V_UpdatePalette (); GX_EndRendering (); VID_DrawWmoteGuide (); }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen (void) { static float oldscr_viewsize; vrect_t vrect; if (scr_skipupdate || block_drawing) return; if (scr_disabled_for_loading) return; #ifdef _WIN32 { // don't suck up any cpu if minimized extern int Minimized; if (Minimized) return; } #endif scr_copytop = 0; scr_copyeverything = 0; if (!scr_initialized || !con_initialized) return; // not initialized yet if (scr_viewsize.value != oldscr_viewsize) { oldscr_viewsize = scr_viewsize.value; vid.recalc_refdef = 1; } // // check for vid changes // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (oldsbar != cl_sbar.value) { oldsbar = cl_sbar.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) { // something changed, so reorder the screen SCR_CalcRefdef (); } // // do 3D refresh drawing, and then update the screen // D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly if (scr_fullupdate++ < vid.numpages) { // clear the entire screen scr_copyeverything = 1; Draw_TileClear (0,0,vid.width,vid.height); Sbar_Changed (); } pconupdate = NULL; SCR_SetUpToDrawConsole (); SCR_EraseCenterString (); D_DisableBackBufferAccess (); // for adapters that can't stay mapped in // for linear writes all the time VID_LockBuffer (); V_RenderView (); VID_UnlockBuffer (); D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_DrawFPS (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } D_DisableBackBufferAccess (); // for adapters that can't stay mapped in // for linear writes all the time if (pconupdate) { D_UpdateRects (pconupdate); } V_UpdatePalette (); // // update one of three areas // if (scr_copyeverything) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height; vrect.pnext = 0; VID_Update (&vrect); } else if (scr_copytop) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height - sb_lines; vrect.pnext = 0; VID_Update (&vrect); } else { vrect.x = scr_vrect.x; vrect.y = scr_vrect.y; vrect.width = scr_vrect.width; vrect.height = scr_vrect.height; vrect.pnext = 0; VID_Update (&vrect); } }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen (void) { vid.numpages = (gl_triplebuffer.value) ? 3 : 2; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); //FIXME: only call this when needed SCR_TileClear (); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed GLSLGamma_GammaCorrect (); GL_EndRendering (); }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen (void) { if (block_drawing) return; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading && !loading_num_step[0]) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = qfalse; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = qtrue; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = qtrue; } if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // // draw any areas not covered by the refresh // SCR_TileClear (); if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = qtrue; } else if (scr_drawloading) { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { //if (crosshair.value) // Draw_Character (scr_vrect.x + scr_vrect.width/2 - 4, scr_vrect.y + scr_vrect.height/2 - 4, '+'); Draw_Crosshair (); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); //muff - to show FPS on screen SCR_DrawFPS (); SCR_DrawBAT (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } Draw_LoadingFill(); V_UpdatePalette (); GL_EndRendering (); }
void DrawRift2d () { qboolean draw_sbar = false; vec3_t menu_angles, forward, right, up, target; float scale_hud = 0.13; int oldglwidth = glwidth, oldglheight = glheight, oldconwidth = vid.conwidth, oldconheight = vid.conheight; glwidth = 320; glheight = 200; vid.conwidth = 320; vid.conheight = 200; // draw 2d elements 1m from the users face, centered glPushMatrix(); glDisable (GL_DEPTH_TEST); // prevents drawing sprites on sprites from interferring with one another glEnable (GL_BLEND); VectorCopy(r_refdef.aimangles, menu_angles) if (vr_aimmode.value == VR_AIMMODE_HEAD_MYAW || vr_aimmode.value == VR_AIMMODE_HEAD_MYAW_MPITCH) menu_angles[PITCH] = 0; AngleVectors (menu_angles, forward, right, up); VectorMA (r_refdef.vieworg, 32, forward, target); glTranslatef (target[0], target[1], target[2]); glRotatef(menu_angles[YAW] - 90, 0, 0, 1); // rotate around z glRotatef(90 + menu_angles[PITCH], -1, 0, 0); // keep bar at constant angled pitch towards user glTranslatef (-(320.0 * scale_hud / 2), -(200.0 * scale_hud / 2), 0); // center the status bar glScalef(scale_hud, scale_hud, scale_hud); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else draw_sbar = true; //Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); draw_sbar = true; //Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { //SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); draw_sbar = true; //Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } glDisable (GL_BLEND); glEnable (GL_DEPTH_TEST); glPopMatrix(); if(draw_sbar) VR_Sbar_Draw(); glwidth = oldglwidth; glheight = oldglheight; vid.conwidth = oldconwidth; vid.conheight = oldconheight; }
void SCR_UpdateScreenContent (void) { // // do 3D refresh drawing, and then update the screen // V_RenderView (); // test draw in 3d if(vr_enabled.value && !con_forcedup) { DrawRift2d(); } else { GL_Set2D (); //FIXME: only call this when needed SCR_TileClear (); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } } V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen(void) { static float oldscr_viewsize; vrect_t vrect; if (scr_skipupdate || block_drawing) return; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { /* * FIXME - this really needs to be fixed properly. * Simply starting a new game and typing "changelevel foo" will hang * the engine for 15s (was 60s!) if foo.bsp does not exist. */ if (realtime - scr_disabled_time > 15) { scr_disabled_for_loading = false; Con_Printf("load failed.\n"); } else return; } if (cls.state == ca_dedicated) return; // stdout only if (!scr_initialized || !con_initialized) return; // not initialized yet if (scr_viewsize.value != oldscr_viewsize) { oldscr_viewsize = scr_viewsize.value; vid.recalc_refdef = 1; } // // check for vid changes // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) { // something changed, so reorder the screen SCR_CalcRefdef(); } // // do 3D refresh drawing, and then update the screen // D_EnableBackBufferAccess(); // of all overlay stuff if drawing directly if (scr_fullupdate++ < vid.numpages) { // clear the entire screen scr_copyeverything = 1; Draw_TileClear(0, 0, vid.width, vid.height); Sbar_Changed(); } pconupdate = NULL; SCR_SetUpToDrawConsole(); SCR_EraseCenterString(); D_DisableBackBufferAccess(); // for adapters that can't stay mapped in // for linear writes all the time VID_LockBuffer(); V_RenderView(); VID_UnlockBuffer(); D_EnableBackBufferAccess(); // of all overlay stuff if drawing directly if (scr_drawdialog) { Sbar_Draw(); Draw_FadeScreen(); SCR_DrawNotifyString(); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading(); Sbar_Draw(); } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay(); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay(); SCR_CheckDrawCenterString(); } else if (cl.intermission == 3 && key_dest == key_game) { SCR_CheckDrawCenterString(); } else { SCR_DrawRam(); SCR_DrawNet(); SCR_DrawTurtle(); SCR_DrawPause(); SCR_CheckDrawCenterString(); Sbar_Draw(); SCR_DrawConsole(); M_Draw(); } D_DisableBackBufferAccess(); // for adapters that can't stay mapped in // for linear writes all the time if (pconupdate) { D_UpdateRects(pconupdate); } V_UpdatePalette(); // // update one of three areas // if (scr_copyeverything) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height; vrect.pnext = 0; VID_Update(&vrect); } else if (scr_copytop) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height - sb_lines; vrect.pnext = 0; VID_Update(&vrect); } else { vrect.x = scr_vrect.x; vrect.y = scr_vrect.y; vrect.width = scr_vrect.width; vrect.height = scr_vrect.height; vrect.pnext = 0; VID_Update(&vrect); } }
/* ================== SCR_UpdateScreen 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! ================== */ void SCR_UpdateScreen (void) { if (cls.state == ca_dedicated) return; // stdout only if (vid_hiddenwindow || block_drawing) return; // don't suck up any cpu if minimized or blocked for drawing if (!scr_initialized || !con_initialized) return; // not initialized yet vid.numpages = 2 + (gl_triplebuffer.value ? 1 : 0); // in case gl_triplebuffer is not 0 or 1 if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > scr_timeout) { scr_disabled_for_loading = false; if (scr_timeout == SCR_DEFTIMEOUT) Con_Printf ("screen update timeout -- load failed.\n"); } else return; } // // check for vid changes // if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (oldweaponsize != scr_weaponsize.value) { oldweaponsize = scr_weaponsize.value; vid.recalc_refdef = true; } if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldweaponfov != scr_weaponfov.value) { oldweaponfov = scr_weaponfov.value; vid.recalc_refdef = true; } if (oldsbar != scr_sbar.value) { oldsbar = scr_sbar.value; vid.recalc_refdef = true; } if (oldoverdrawsbar != scr_overdrawsbar.value) { oldoverdrawsbar = scr_overdrawsbar.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) { // something changed, so reorder the screen SCR_CalcRefdef (); } if (scr_overdrawsbar.value || gl_clear.value || isIntel) // intel video workaround Sbar_Changed (); // // do 3D refresh drawing, and then update the screen // GL_BeginRendering (&glx, &gly, &glwidth, &glheight); SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // // draw any areas not covered by the refresh // if (scr_sbar.value || scr_viewsize.value < 100) { SCR_TileClear (); Sbar_Changed (); } if (scr_drawdialog) //new game confirm { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { Draw_Crosshair (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); SCR_DrawFPS (); SCR_DrawStats (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } V_UpdateBlend (); GL_EndRendering (); }
/* SCR_UpdateScreen 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! */ void SCR_UpdateScreen (void) { double time1 = 0, time2; float f; if (block_drawing) return; vid.numpages = 2 + gl_triplebuffer->int_val; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else { return; } } if (!scr_initialized || !con_initialized) // not initialized yet return; if (oldsbar != cl_sbar->int_val) { oldsbar = cl_sbar->int_val; vid.recalc_refdef = true; } if (oldviewsize != scr_viewsize->int_val) { oldviewsize = scr_viewsize->int_val; vid.recalc_refdef = true; } GL_BeginRendering (&glx, &gly, &glwidth, &glheight); if (r_speeds->int_val) { time1 = Sys_DoubleTime (); c_brush_polys = 0; c_alias_polys = 0; } if (oldfov != scr_fov->value) { // determine size of refresh window oldfov = scr_fov->value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // do 3D refresh drawing, and then update the screen if (lighthalf != gl_lightmode->int_val) { lighthalf = gl_lightmode->int_val; if (lighthalf) lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128; else lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255; R_ForceLightUpdate (); } SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // draw any areas not covered by the refresh SCR_TileClear (); if (r_netgraph->int_val) R_NetGraph (); if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { if (crosshair->int_val) Draw_Crosshair (); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawFPS (); SCR_DrawTime (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } // LordHavoc: adjustable brightness and contrast, // also makes polyblend apply to whole screen glDisable (GL_TEXTURE_2D); Cvar_SetValue (brightness, bound (1, brightness->value, 5)); if (lighthalf) // LordHavoc: render was done at half // // brightness f = brightness->value * 2; else f = brightness->value; if (f >= 1.002) { // Make sure we don't get bit by // roundoff errors glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_QUADS); while (f >= 1.002) { // precision if (f >= 2) glColor3f (1, 1, 1); else glColor3f (f - 1, f - 1, f - 1); glVertex2f (0, 0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); f *= 0.5; } glEnd (); glColor3ubv (lighthalf_v); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (v_blend[3]) { glBegin (GL_QUADS); glColor4fv (v_blend); glVertex2f (0, 0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor3ubv (lighthalf_v); } glEnable (GL_TEXTURE_2D); V_UpdatePalette (); if (r_speeds->int_val) { // glFinish (); time2 = Sys_DoubleTime (); Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int) ((time2 - time1) * 1000), c_brush_polys, c_alias_polys); } glFinish (); GL_EndRendering (); }