X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=cl_screen.c;h=f010ece68947efd412e6b94f1051a907a8f55b01;hb=69c96cb88b0522a70a3def99ec34f7470af6e54f;hp=b338efe564fe9f641114aff7e040b39fd244aed7;hpb=00d8da42f76d5e04a9d11e0deaac38391132808a;p=xonotic%2Fdarkplaces.git diff --git a/cl_screen.c b/cl_screen.c index b338efe5..f010ece6 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -112,6 +112,10 @@ void SCR_DrawCenterString (void) int remaining; int color; + if(cl.intermission == 2) // in finale, + if(sb_showscores) // make TAB hide the finale message (sb_showscores overrides finale in sbar.c) + return; + // the finale prints the characters one at a time, except if printspeed is an absurdly high value if (cl.intermission && scr_printspeed.value > 0 && scr_printspeed.value < 1000000) remaining = (int)(scr_printspeed.value * (cl.time - scr_centertime_start)); @@ -1576,6 +1580,7 @@ static void R_Envmap_f (void) r_view.width = size; r_view.height = size; r_view.depth = 1; + r_view.useperspective = true; r_view.frustum_x = tan(90 * M_PI / 360.0); r_view.frustum_y = tan(90 * M_PI / 360.0); @@ -1810,6 +1815,7 @@ void SCR_DrawScreen (void) // this it simply assumes the requested fov is the vertical fov // for a 4x3 display, if the ratio is not 4x3 this makes the fov // higher/lower according to the ratio + r_view.useperspective = true; r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value; @@ -1830,6 +1836,7 @@ void SCR_DrawScreen (void) r_view.y = 0; r_view.z = 0; + r_view.useperspective = true; r_view.frustum_y = tan(scr_zoomwindow_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; r_view.frustum_x = r_view.frustum_y * vid_pixelheight.value * (float)r_view.width / (float)r_view.height; @@ -1849,6 +1856,7 @@ void SCR_DrawScreen (void) r_view.x = 0; r_view.y = 0; r_view.z = 0; + r_view.useperspective = false; } // draw 2D stuff @@ -1923,6 +1931,7 @@ void SCR_UpdateLoadingScreen (qboolean clear) GL_Color(1,1,1,1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthRange(0, 1); + GL_PolygonOffset(0, 0); GL_DepthTest(false); R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0);