}
int quadelements[768];
+float textverts[128*4*4];
+float texttexcoords[128*4*4];
void R_DrawQueue(void)
{
int pos, num, chartexnum, overbright, texnum, additive, batch;
if (h == 0)
h = pic->height;
}
+ GL_Color(c[0], c[1], c[2], c[3]);
+ R_Mesh_GetSpace(4);
varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
varray_vertex[ 4] = x+w;varray_vertex[ 5] = y ;varray_vertex[ 6] = 10;
varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
varray_vertex[12] = x ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
- GL_Color(c[0], c[1], c[2], c[3]);
R_Mesh_Draw(4, 2, quadelements);
break;
case DRAWQUEUE_STRING:
R_Mesh_TextureState(&m);
}
batchcount = 0;
- at = varray_texcoord[0];
- av = varray_vertex;
+ at = texttexcoords;
+ av = textverts;
GL_Color(c[0], c[1], c[2], c[3]);
while ((num = *str++) && x < vid.conwidth)
{
batchcount++;
if (batchcount >= 128)
{
+ R_Mesh_GetSpace(batchcount * 4);
+ memcpy(varray_vertex, textverts, sizeof(float[16]) * batchcount);
+ memcpy(varray_texcoord[0], texttexcoords, sizeof(float[16]) * batchcount);
R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
batchcount = 0;
- at = varray_texcoord[0];
- av = varray_vertex;
+ at = texttexcoords;
+ av = textverts;
}
}
x += w;
}
if (batchcount > 0)
+ {
+ R_Mesh_GetSpace(batchcount * 4);
+ memcpy(varray_vertex, textverts, sizeof(float[16]) * batchcount);
+ memcpy(varray_texcoord[0], texttexcoords, sizeof(float[16]) * batchcount);
R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+ }
break;
case DRAWQUEUE_MESH:
mesh = (void *)(dq + 1);
m.tex[0] = R_GetTexture(mesh->texture);
R_Mesh_TextureState(&m);
- R_Mesh_ResizeCheck(mesh->numvertices);
+ GL_UseColorArray();
+ R_Mesh_GetSpace(mesh->numvertices);
memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
- GL_UseColorArray();
R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
currentpic = "\0";
break;
if (!vid_usinghwgamma)
{
- // we use one big triangle for all the screen blends
- varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
- varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
- varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
- varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
- varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
- varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
// all the blends ignore depth
memset(&m, 0, sizeof(m));
m.depthdisable = true;
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);
+ R_Mesh_GetSpace(3);
+ varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+ varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
+ varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
+ varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+ varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
+ varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
R_Mesh_Draw(3, 1, polygonelements);
VectorScale(c, 0.5, c);
}
m.blendfunc2 = GL_ONE;
R_Mesh_State(&m);
GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_GetSpace(3);
+ varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
+ varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
+ varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
+ varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
+ varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
+ varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
R_Mesh_Draw(3, 1, polygonelements);
}
}