/* ================== 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 (); }
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 }