]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
fix GL11/GL13 fogged sprite rendering and q1bsp sky rendering - the
[xonotic/darkplaces.git] / gl_draw.c
index 820d6c545eecc3c88fbc6299cd7ef0c28e88e9d5..291bdc537e9457ed8bdd3465c645d4567da23091 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -502,7 +502,7 @@ cachepic_t *Draw_NewPic(const char *picname, int width, int height, int alpha, u
        pic->height = height;
        if (pic->tex)
                R_FreeTexture(pic->tex);
-       pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, alpha ? TEXF_ALPHA : 0, NULL);
+       pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, TEXF_PRECACHE | (alpha ? TEXF_ALPHA : 0), NULL);
        return pic;
 }
 
@@ -519,6 +519,7 @@ void Draw_FreePic(const char *picname)
                if (!strcmp (picname, pic->name) && pic->tex)
                {
                        R_FreeTexture(pic->tex);
+                       pic->tex = NULL;
                        pic->width = 0;
                        pic->height = 0;
                        return;
@@ -1339,49 +1340,58 @@ static float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 1000
 void R_DrawGamma(void)
 {
        float c[4];
-       if (!vid_usinghwgamma && !(r_glsl.integer && v_glslgamma.integer))
+       switch(vid.renderpath)
        {
-               // all the blends ignore depth
-               R_Mesh_VertexPointer(blendvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
-               GL_DepthMask(true);
-               GL_DepthRange(0, 1);
-               GL_PolygonOffset(0, 0);
-               GL_DepthTest(false);
-               if (v_color_enable.integer)
-               {
-                       c[0] = v_color_white_r.value;
-                       c[1] = v_color_white_g.value;
-                       c[2] = v_color_white_b.value;
-               }
-               else
-                       c[0] = c[1] = c[2] = v_contrast.value;
-               if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_ONE);
-                       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_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
-                               VectorScale(c, 0.5, c);
-                       }
-               }
-               if (v_color_enable.integer)
-               {
-                       c[0] = v_color_black_r.value;
-                       c[1] = v_color_black_g.value;
-                       c[2] = v_color_black_b.value;
-               }
-               else
-                       c[0] = c[1] = c[2] = v_brightness.value;
-               if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
+       case RENDERPATH_GL20:
+               if (vid_usinghwgamma || v_glslgamma.integer)
+                       return;
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               if (vid_usinghwgamma)
+                       return;
+               break;
+       }
+       // all the blends ignore depth
+       R_Mesh_VertexPointer(blendvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
+       GL_DepthMask(true);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(false);
+       if (v_color_enable.integer)
+       {
+               c[0] = v_color_white_r.value;
+               c[1] = v_color_white_g.value;
+               c[2] = v_color_white_b.value;
+       }
+       else
+               c[0] = c[1] = c[2] = v_contrast.value;
+       if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+       {
+               GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+               while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_Color(c[0], c[1], c[2], 1);
+                       GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
                        R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                       VectorScale(c, 0.5, c);
                }
        }
+       if (v_color_enable.integer)
+       {
+               c[0] = v_color_black_r.value;
+               c[1] = v_color_black_g.value;
+               c[2] = v_color_black_b.value;
+       }
+       else
+               c[0] = c[1] = c[2] = v_brightness.value;
+       if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
+       {
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_Color(c[0], c[1], c[2], 1);
+               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+       }
 }