void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)
{
- int num;
-
_DrawQ_SetupAndProcessDrawFlag(flags, NULL, 1);
if(!r_draw2d.integer && !r_draw2d_force)
return;
case RENDERPATH_GL13:
case RENDERPATH_GL20:
#ifndef USE_GLES2
- CHECKGLERROR
- qglBegin(GL_LINE_LOOP);
- for (num = 0;num < mesh->num_vertices;num++)
{
- if (mesh->data_color4f)
- GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
- qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
+ int num;
+ CHECKGLERROR
+ qglBegin(GL_LINE_LOOP);
+ for (num = 0;num < mesh->num_vertices;num++)
+ {
+ if (mesh->data_color4f)
+ GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
+ qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
#endif
break;
case RENDERPATH_D3D9:
}
}
-void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float *color4f, int flags)
+void DrawQ_Lines (float width, int numlines, int flags, qboolean hasalpha)
{
- int i;
- qboolean hasalpha = false;
- for (i = 0;i < numlines*2;i++)
- if (color4f[i*4+3] < 1.0f)
- hasalpha = true;
-
_DrawQ_SetupAndProcessDrawFlag(flags, NULL, hasalpha ? 0.5f : 1.0f);
if(!r_draw2d.integer && !r_draw2d_force)
//qglLineWidth(width);CHECKGLERROR
CHECKGLERROR
- R_Mesh_PrepareVertices_Generic_Arrays(numlines*2, vertex3f, color4f, NULL);
qglDrawArrays(GL_LINES, 0, numlines*2);
CHECKGLERROR
break;
// We have to convert the con coords into real coords
// OGL uses top to bottom
- ix = (int)(0.5 + x * ((float)vid.width / vid_conwidth.integer));
- iy = (int)(0.5 + y * ((float) vid.height / vid_conheight.integer));
- iw = (int)(0.5 + (x+width) * ((float)vid.width / vid_conwidth.integer)) - ix;
- ih = (int)(0.5 + (y+height) * ((float) vid.height / vid_conheight.integer)) - iy;
+ ix = (int)(0.5 + x * ((float)r_refdef.view.width / vid_conwidth.integer)) + r_refdef.view.x;
+ iy = (int)(0.5 + y * ((float)r_refdef.view.height / vid_conheight.integer)) + r_refdef.view.y;
+ iw = (int)(0.5 + width * ((float)r_refdef.view.width / vid_conwidth.integer));
+ ih = (int)(0.5 + height * ((float)r_refdef.view.height / vid_conheight.integer));
switch(vid.renderpath)
{
case RENDERPATH_GL11: