From: divverent Date: Sun, 12 Dec 2010 17:46:27 +0000 (+0000) Subject: fix loading screen handling (prevent self-overdraw) X-Git-Tag: xonotic-v0.1.0preview~22 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=157974ba277a198f1e8064a21f75b9d746a4f27c;p=xonotic%2Fdarkplaces.git fix loading screen handling (prevent self-overdraw) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10652 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=8a82aa1e2cf707ccd6e1d2cd158ae07e3bf012aa --- diff --git a/cl_screen.c b/cl_screen.c index 2d0b2365..e494b128 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -1793,7 +1793,7 @@ typedef struct loadingscreenstack_s } loadingscreenstack_t; static loadingscreenstack_t *loadingscreenstack = NULL; -static double loadingscreentime = -1; +static qboolean loadingscreendone = false; static qboolean loadingscreencleared = false; static float loadingscreenheight = 0; rtexture_t *loadingscreentexture = NULL; @@ -1845,7 +1845,7 @@ static void SCR_SetLoadingScreenTexture(void) void SCR_UpdateLoadingScreenIfShown(void) { - if(realtime == loadingscreentime) + if(loadingscreendone) SCR_UpdateLoadingScreen(loadingscreencleared); } @@ -2057,7 +2057,6 @@ static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear) static void SCR_DrawLoadingScreen (qboolean clear) { // we only need to draw the image if it isn't already there - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthRange(0, 1); GL_PolygonOffset(0, 0); GL_DepthTest(false); @@ -2065,10 +2064,12 @@ static void SCR_DrawLoadingScreen (qboolean clear) GL_Color(1,1,1,1); if(loadingscreentexture) { + GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f); R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f); R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); @@ -2094,20 +2095,22 @@ void SCR_UpdateLoadingScreen (qboolean clear) if(!scr_loadingscreen_background.integer) clear = true; - if(loadingscreentime == realtime) + if(loadingscreendone) clear |= loadingscreencleared; - if(loadingscreentime != realtime) + if(!loadingscreendone) loadingscreenpic_number = rand() % (scr_loadingscreen_count.integer > 1 ? scr_loadingscreen_count.integer : 1); if(clear) SCR_ClearLoadingScreenTexture(); - else if(loadingscreentime != realtime) + else if(!loadingscreendone) + { SCR_SetLoadingScreenTexture(); + } - if(loadingscreentime != realtime) + if(!loadingscreendone) { - loadingscreentime = realtime; + loadingscreendone = true; loadingscreenheight = 0; } loadingscreencleared = clear; @@ -2169,6 +2172,8 @@ void CL_UpdateScreen(void) if (!scr_initialized || !con_initialized || !scr_refresh.integer) return; // not initialized yet + loadingscreendone = false; + if(gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) { // play a bit with the palette (experimental)