loadingscreentexture_h = vid.height / (float) h;
}
- loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, vid.width, vid.height);CHECKGLERROR
+ loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
+ R_Mesh_CopyToTexture(R_GetTexture(loadingscreentexture), 0, 0, 0, 0, vid.width, vid.height);
loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;
loadingscreentexture_vertex3f[0] = loadingscreentexture_vertex3f[9] = 0;
R_Mesh_VertexPointer(verts, 0, 0);
R_Mesh_ColorPointer(colors, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
verts[2] = verts[5] = verts[8] = verts[11] = 0;
verts[0] = verts[9] = 0;
verts[1] = verts[4] = vid_conheight.integer - 8;
qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
R_Textures_Frame();
R_Mesh_Start();
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
// draw the loading plaque
loadingscreenpic = Draw_CachePic ("gfx/loading");
x = (vid_conwidth.integer - loadingscreenpic->width)/2;
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
- R_SetupGenericShader(true);
R_Mesh_ColorPointer(NULL, 0, 0);
if(loadingscreentexture)
{
R_Mesh_VertexPointer(loadingscreentexture_vertex3f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
+ R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, loadingscreentexture_texcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
}
R_Mesh_VertexPointer(loadingscreenpic_vertex3f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(loadingscreenpic->tex));
+ R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, loadingscreenpic_texcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
SCR_DrawLoadingStack();
if (scr_fov.value > 170)
Cvar_Set ("fov","170");
- // validate r_textureunits cvar
- if (r_textureunits.integer > (int)vid.texunits)
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
- if (r_textureunits.integer < 1)
- Cvar_SetValueQuick(&r_textureunits, 1);
-
- // validate gl_combine cvar
- if (gl_combine.integer && !vid.support.arb_texture_env_combine)
- Cvar_SetValueQuick(&gl_combine, 0);
-
// intermission is always full screen
if (cl.intermission)
sb_lines = 0;