fix sw screen render to act a bit more like gl
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3176 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 16 additions and 2 deletions
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@ -53,6 +53,7 @@ extern qbyte Trans(qbyte p, qbyte p2);
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void SWSCR_UpdateScreen (void)
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{
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qboolean nohud;
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qboolean noworld;
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int uimenu;
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vrect_t vrect;
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@ -126,7 +127,6 @@ void SWSCR_UpdateScreen (void)
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//
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D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
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SCR_TileClear();
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SCR_SetUpToDrawConsole ();
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SCR_EraseCenterString ();
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@ -134,12 +134,13 @@ void SWSCR_UpdateScreen (void)
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// for linear writes all the time
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nohud = false;
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noworld = false;
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#ifdef TEXTEDIT
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if (!editormodal) //don't render view.
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#endif
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{
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#ifdef CSQC_DAT
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if (CSQC_DrawView())
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if (cls.state == ca_active && CSQC_DrawView())
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nohud = true;
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else
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#endif
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@ -150,10 +151,23 @@ void SWSCR_UpdateScreen (void)
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V_RenderView ();
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VID_UnlockBuffer ();
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}
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else
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noworld = true;
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}
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D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
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if (noworld)
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{
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if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
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scr_con_current = vid.height;
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nohud = true;
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Draw_ConsoleBackground(0, vid.height, true);
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}
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else if (!nohud)
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SCR_TileClear();
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SCR_DrawTwoDimensional(uimenu, nohud);
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D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
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