]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
now uses getsockname to find out what address/port a newly opened socket is at, so...
[xonotic/darkplaces.git] / gl_draw.c
index b488ba1136d8debfeced6921c852dbf84e074d85..52ae5a6257d725ae3f560fadc381e864484282dc 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -396,7 +396,7 @@ void R_DrawQueue(void)
        float x, y, w, h, s, t, u, v, *av, *at, c[4];
        cachepic_t *pic;
        drawqueue_t *dq;
-       char *str, *currentpic;
+       char *str;
        int batchcount;
        unsigned int color;
        drawqueuemesh_t *mesh;
@@ -426,14 +426,10 @@ void R_DrawQueue(void)
        chartexnum = R_GetTexture(char_texture);
 
        memset(&m, 0, sizeof(m));
-       m.tex[0] = 0;
-       R_Mesh_State_Texture(&m);
 
-       currentpic = "";
        pic = NULL;
        texnum = 0;
        color = 0;
-       GL_ColorPointer(NULL);
        GL_Color(1,1,1,1);
 
        batch = false;
@@ -469,15 +465,12 @@ void R_DrawQueue(void)
                case DRAWQUEUE_STRING:
                        GL_Color(c[0], c[1], c[2], c[3]);
                        str = (char *)(dq + 1);
-                       if (strcmp("gfx/conchars", currentpic))
-                       {
-                               currentpic = "gfx/conchars";
-                               m.tex[0] = chartexnum;
-                       }
                        batchcount = 0;
-                       GL_VertexPointer(varray_vertex3f);
+                       m.pointer_vertex = varray_vertex3f;
+                       m.pointer_color = NULL;
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       R_Mesh_State_Texture(&m);
+                       m.tex[0] = chartexnum;
+                       R_Mesh_State(&m);
                        at = varray_texcoord2f[0];
                        av = varray_vertex3f;
                        while ((num = *str++) && x < vid.conwidth)
@@ -501,7 +494,9 @@ void R_DrawQueue(void)
                                        batchcount++;
                                        if (batchcount >= 128)
                                        {
+                                               GL_LockArrays(0, batchcount * 4);
                                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                                               GL_LockArrays(0, 0);
                                                batchcount = 0;
                                                at = varray_texcoord2f[0];
                                                av = varray_vertex3f;
@@ -510,18 +505,24 @@ void R_DrawQueue(void)
                                x += w;
                        }
                        if (batchcount > 0)
+                       {
+                               GL_LockArrays(0, batchcount * 4);
                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                               GL_LockArrays(0, 0);
+                       }
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
-                       GL_VertexPointer(mesh->data_vertex3f);
-                       GL_ColorPointer(mesh->data_color4f);
-                       m.tex[0] = R_GetTexture(mesh->texture);
+                       m.pointer_vertex = mesh->data_vertex3f;
+                       m.pointer_color = mesh->data_color4f;
                        m.pointer_texcoord[0] = mesh->data_texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       m.tex[0] = R_GetTexture(mesh->texture);
+                       if (!m.tex[0])
+                               m.pointer_texcoord[0] = NULL;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, mesh->num_vertices);
                        R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
-                       GL_ColorPointer(NULL);
-                       currentpic = "\0";
+                       GL_LockArrays(0, 0);
                        break;
                case DRAWQUEUE_SETCLIP:
                        {
@@ -548,7 +549,8 @@ void R_DrawQueue(void)
        {
                // all the blends ignore depth
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               m.pointer_vertex = blendvertex3f;
+               R_Mesh_State(&m);
                GL_DepthMask(true);
                GL_DepthTest(false);
                if (v_color_enable.integer)
@@ -562,7 +564,6 @@ void R_DrawQueue(void)
                if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
                        GL_BlendFunc(GL_DST_COLOR, GL_ONE);
-                       GL_VertexPointer(blendvertex3f);
                        while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                        {
                                GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
@@ -581,7 +582,6 @@ void R_DrawQueue(void)
                if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_VertexPointer(blendvertex3f);
                        GL_Color(c[0], c[1], c[2], 1);
                        R_Mesh_Draw(3, 1, polygonelements);
                }