/* ============== CG_TileClear Clear around a sized down screen ============== */ void CG_TileClear( void ) { int top, bottom, left, right; int w, h; refdef_t *refdef = CG_GetRefdef(); w = cgs.glconfig.vidWidth; h = cgs.glconfig.vidHeight; if ( refdef->x == 0 && refdef->y == 0 && refdef->width == w && refdef->height == h ) { return; // full screen rendering } top = refdef->y; bottom = top + refdef->height - 1; left = refdef->x; right = left + refdef->width - 1; // clear above view screen CG_TileClearBox( 0, 0, w, top, media.gfx.interface.backTile ); // clear below view screen CG_TileClearBox( 0, bottom, w, h - bottom, media.gfx.interface.backTile ); // clear left of view screen CG_TileClearBox( 0, top, left, bottom - top + 1, media.gfx.interface.backTile ); // clear right of view screen CG_TileClearBox( right, top, w - right, bottom - top + 1, media.gfx.interface.backTile ); }
/* ============== CG_TileClear Clear around a sized down screen ============== */ void CG_TileClear( void ) { int top, bottom, left, right; int w, h; w = cgs.glconfig.vidWidth; h = cgs.glconfig.vidHeight; if ( cg.refdef.x == 0 && cg.refdef.y == 0 && cg.refdef.width == w && cg.refdef.height == h ) { return; // full screen rendering } top = cg.refdef.y; bottom = top + cg.refdef.height - 1; left = cg.refdef.x; right = left + cg.refdef.width - 1; // clear above view screen CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); // clear below view screen CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); // clear left of view screen CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); // clear right of view screen CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); }
/* ============== CG_TileClear Clear around a sized down screen ============== */ void CG_TileClear( void ) { int top, bottom, left, right; float x, y, w, h; if (cg.cur_ps->pm_type == PM_INTERMISSION || cg_viewsize.integer >= 100) { return; // full screen rendering } // viewport coords x = cg.viewportX; y = cg.viewportY; w = cg.viewportWidth; h = cg.viewportHeight; // view screen coords top = cg.refdef.y; bottom = top + cg.refdef.height-1; left = cg.refdef.x; right = left + cg.refdef.width-1; // clear above view screen CG_TileClearBox( x, y, w, top, cgs.media.backTileShader ); // clear below view screen CG_TileClearBox( x, bottom, w, h - bottom, cgs.media.backTileShader ); // clear left of view screen CG_TileClearBox( x, top, left, bottom - top + 1, cgs.media.backTileShader ); // clear right of view screen CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); }