// don't do anything if not initialized yet
if (vid_hidden || !scr_refresh.integer)
return;
+ // release mouse grab while loading
+ if (!vid.fullscreen)
+ VID_GrabMouse(false);
CHECKGLERROR
qglViewport(0, 0, vid.width, vid.height);CHECKGLERROR
//qglDisable(GL_SCISSOR_TEST);CHECKGLERROR
if (vid.stereobuffer)
{
qglDrawBuffer(GL_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
else
{
qglDrawBuffer(GL_FRONT);
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
R_Mesh_Finish();
// refresh
// not necessary when rendering to GL_FRONT buffers
- //VID_Finish(false);
+ //VID_Finish();
// however this IS necessary on Windows Vista
qglFinish();
}
{
double rendertime1;
float conwidth, conheight;
+ qboolean grabmouse;
+
+ if (!scr_initialized || !con_initialized)
+ return; // not initialized yet
if(gamemode == GAME_NEXUIZ)
{
if (vid_hidden || !scr_refresh.integer)
return;
- if (!scr_initialized || !con_initialized)
- return; // not initialized yet
-
rendertime1 = Sys_DoubleTime();
conwidth = bound(320, vid_conwidth.value, 2048);
else
cl_updatescreen_quality = 1;
- VID_Finish(true);
+ if (key_consoleactive)
+ grabmouse = false;
+ else if (key_dest == key_menu_grabbed)
+ grabmouse = true;
+ else if (key_dest == key_menu)
+ grabmouse = !in_client_mouse;
+ else if (key_dest == key_game)
+ grabmouse = vid_mouse.integer && !cls.demoplayback && !cl.csqc_wantsmousemove;
+ else
+ grabmouse = false;
+ vid.mouseaim = grabmouse;
+ if (vid.fullscreen)
+ grabmouse = true;
+ if (!vid_activewindow)
+ grabmouse = false;
+
+ VID_GrabMouse(grabmouse);
+
+ VID_Finish();
}
void CL_Screen_NewMap(void)