/* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo ) { /* static int x = 0; if(!((++x) % 20)) { Com_Printf( "numtraces: %i\n", numtraces / 20 ); numtraces = 0; } else { }*/ VM_Call( cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying ); VM_Debug( 0 ); }
/* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo ) { #if 0 if ( cls.state == CA_ACTIVE ) { static int counter; if ( ++counter == 40 ) { VM_Debug( 2 ); } } #endif int timei=cl.serverTime; if (timei>60) { timei-=0; } re.G2API_SetTime(cl.serverTime,G2T_CG_TIME); VM_Call( CG_DRAW_ACTIVE_FRAME,timei, stereo, qfalse ); // VM_Debug( 0 ); }
/* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo ) { VM_Call( cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying ); VM_Debug( 0 ); }
/** * @brief CL_CGameRendering */ void CL_CGameRendering() { VM_Call(cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, 0, clc.demoplaying); VM_Debug(0); }
void CL_CGameRenderOverlays( stereoFrame_t stereo ) { VM_Call( cgvm, CG_DRAW_OVERLAYS, cl.serverTime, stereo, clc.demoplaying ); VM_Debug( 0 ); }
/* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo, qboolean uiFullScreen ) { VM_Call( cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying, uiFullScreen ); VM_Debug( 0 ); }