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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
This commit is contained in:
TimeServ 2009-04-18 23:29:03 +00:00
parent 4b85112ce1
commit caa9dffb2c

View file

@ -53,6 +53,7 @@ extern qbyte Trans(qbyte p, qbyte p2);
void SWSCR_UpdateScreen (void)
{
qboolean nohud;
qboolean noworld;
int uimenu;
vrect_t vrect;
@ -126,7 +127,6 @@ void SWSCR_UpdateScreen (void)
//
D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
SCR_TileClear();
SCR_SetUpToDrawConsole ();
SCR_EraseCenterString ();
@ -134,12 +134,13 @@ void SWSCR_UpdateScreen (void)
// for linear writes all the time
nohud = false;
noworld = false;
#ifdef TEXTEDIT
if (!editormodal) //don't render view.
#endif
{
#ifdef CSQC_DAT
if (CSQC_DrawView())
if (cls.state == ca_active && CSQC_DrawView())
nohud = true;
else
#endif
@ -150,10 +151,23 @@ void SWSCR_UpdateScreen (void)
V_RenderView ();
VID_UnlockBuffer ();
}
else
noworld = true;
}
D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
if (noworld)
{
if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
scr_con_current = vid.height;
nohud = true;
Draw_ConsoleBackground(0, vid.height, true);
}
else if (!nohud)
SCR_TileClear();
SCR_DrawTwoDimensional(uimenu, nohud);
D_DisableBackBufferAccess (); // for adapters that can't stay mapped in