}
if (glfog.value)
{
+ if (!r_render.value)
+ return;
if(fog_density)
{
// LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
+ if (!r_render.value)
+ return;
//
// set up viewpoint
//
*/
void R_Clear (void)
{
+ if (!r_render.value)
+ return;
// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
gldepthmin = 0;
gldepthmax = 1;
// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
void GL_Brighten()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
void GL_BlendView()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);