GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
+qboolean r_draw2d_force = false;
static void _DrawQ_ProcessDrawFlag(int flags)
{
_DrawQ_Setup();
CHECKGLERROR
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
if(flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else if(flags == DRAWFLAG_MODULATE)
float floats[20];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
+
GL_Color(red, green, blue, alpha);
R_Mesh_VertexPointer(floats, 0, 0);
float cosar = cos(ar);
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
+
GL_Color(red, green, blue, alpha);
R_Mesh_VertexPointer(floats, 0, 0);
float floats[12];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
+
GL_Color(red, green, blue, alpha);
R_Mesh_VertexPointer(floats, 0, 0);
maxlen = 1<<30;
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return startx + DrawQ_TextWidth_UntilWidth_TrackColors_Scale(text, &maxlen, w, h, sw, sh, NULL, ignorecolorcodes, fnt, 1000000000);
R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
float floats[36];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_VertexPointer(floats, 0, 0);
R_Mesh_ColorPointer(floats + 20, 0, 0);
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
{
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_VertexPointer(mesh->data_vertex3f, 0, 0);
R_Mesh_ColorPointer(mesh->data_color4f, 0, 0);
int num;
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
GL_Color(1,1,1,1);
CHECKGLERROR
void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, float g, float b, float alpha, int flags)
{
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);