diff --git a/engine/gl/gl_draw.c b/engine/gl/gl_draw.c index 4f119abb9..0ec3b8f2e 100644 --- a/engine/gl/gl_draw.c +++ b/engine/gl/gl_draw.c @@ -80,6 +80,7 @@ mpic_t *draw_backtile; int translate_texture; int char_texture, char_tex2, default_char_texture; +int missing_texture; //texture used when one is missing. int cs_texture; // crosshair texture extern int detailtexture; @@ -995,6 +996,8 @@ TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n")); crosshair.modified=true; crosshairimage.modified = true; + missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false); + GL_SetupSceneProcessingTextures(); start = Hunk_LowMark (); @@ -1678,8 +1681,17 @@ void GLDraw_ShaderImage (int x, int y, int w, int h, float s1, float t1, float s ((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0]; */ + + draw_mesh_colors[0][0] = 255; + draw_mesh_colors[0][1] = 255; + draw_mesh_colors[0][2] = 255; + draw_mesh_colors[0][3] = 255; + draw_mesh.colors_array = draw_mesh_colors; + draw_mesh.numvertexes = 4; + draw_mesh.numindexes = 6; + R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED); R_RenderMeshBuffer ( &mb, false ); draw_mesh.colors_array = NULL;