/* ============= Draw_StretchRaw ============= */ void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data) { image_t pic; pic.pixels[0] = data; pic.width = cols; pic.height = rows; Draw_StretchPicImplementation (x, y, w, h, &pic); }
/* ============= Draw_StretchPic ============= */ void Draw_StretchPic (int x, int y, int w, int h, char *name) { image_t *pic; pic = Draw_FindPic (name); if (!pic) { ri.Con_Printf (PRINT_ALL, "Can't find pic: %s\n", name); return; } Draw_StretchPicImplementation (x, y, w, h, pic); }
/* ============= Draw_StretchPic ============= */ void Draw_StretchPic (int x, int y, int w, int h, const char *name, float alpha) { image_t *pic; pic = Draw_FindPic (name); if (!pic) { Com_Printf ("Can't find pic: %s\n", name); return; } Draw_StretchPicImplementation (x, y, w, h, pic); }
/* ============= Draw_StretchRaw ============= */ void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data) { // XXX TODO // This function is used for cinematic playback only. // It may be rewritten based on the GL version but I'd need // a .cin file for testing and I can't find the Quake 2 CD. #ifndef COLOR_32 image_t pic; pic.pixels[0] = (pixel_t *) data; pic.width = cols; pic.height = rows; Draw_StretchPicImplementation (x, y, w, h, &pic); #endif }