int remaining;
int color;
+ if(cl.intermission == 2) // in finale,
+ if(sb_showscores) // make TAB hide the finale message (sb_showscores overrides finale in sbar.c)
+ return;
+
// the finale prints the characters one at a time, except if printspeed is an absurdly high value
if (cl.intermission && scr_printspeed.value > 0 && scr_printspeed.value < 1000000)
remaining = (int)(scr_printspeed.value * (cl.time - scr_centertime_start));
r_view.width = size;
r_view.height = size;
r_view.depth = 1;
+ r_view.useperspective = true;
r_view.frustum_x = tan(90 * M_PI / 360.0);
r_view.frustum_y = tan(90 * M_PI / 360.0);
// this it simply assumes the requested fov is the vertical fov
// for a 4x3 display, if the ratio is not 4x3 this makes the fov
// higher/lower according to the ratio
+ r_view.useperspective = true;
r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value;
r_view.y = 0;
r_view.z = 0;
+ r_view.useperspective = true;
r_view.frustum_y = tan(scr_zoomwindow_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
r_view.frustum_x = r_view.frustum_y * vid_pixelheight.value * (float)r_view.width / (float)r_view.height;
r_view.x = 0;
r_view.y = 0;
r_view.z = 0;
+ r_view.useperspective = false;
}
// draw 2D stuff
GL_Color(1,1,1,1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
GL_DepthTest(false);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);