fix to sw character drawing (should speed SW up)

gl_blend2d (hackish cvar to get 2d blending, should work?)
fixes to pluginless compile
few other small changes


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1202 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
TimeServ 2005-08-06 07:18:29 +00:00
parent a3c6317802
commit c30d79eb31
10 changed files with 49 additions and 70 deletions

View file

@ -1676,8 +1676,10 @@ void CL_ConnectionlessPacket (void)
else
net_message.data[net_message.cursize] = '\0';
#ifdef PLUGINS
if (Plug_ConnectionlessClientPacket(net_message.data+4, net_message.cursize-4))
return;
#endif
c = MSG_ReadByte ();

View file

@ -3712,7 +3712,7 @@ void CLQ2_ParseServerMessage (void)
if (i == PRINT_CHAT)
{
S_LocalSound ("misc/talk.wav");
con_ormask = 0x8000;
con_ormask = CON_2NDCHARSETTEXT;
if (CL_ParseChat(s))
{
CL_ParsePrint(s, i);

View file

@ -1849,9 +1849,11 @@ void SCR_DrawTwoDimensional(int uimenu, qboolean nohud)
if (scr_drawdialog)
{
#ifdef PLUGINS
if (!nohud)
#ifdef PLUGINS
Plug_SBar ();
#else
Sbar_Draw ();
#endif
SCR_ShowPics_Draw();
Draw_FadeScreen ();
@ -1861,8 +1863,12 @@ void SCR_DrawTwoDimensional(int uimenu, qboolean nohud)
else if (scr_drawloading)
{
SCR_DrawLoading ();
if (!nohud)
#ifdef PLUGINS
Plug_SBar ();
Plug_SBar ();
#else
Sbar_Draw ();
#endif
SCR_ShowPics_Draw();
}
@ -1894,6 +1900,8 @@ void SCR_DrawTwoDimensional(int uimenu, qboolean nohud)
SCR_DrawPause ();
#ifdef PLUGINS
Plug_SBar ();
#else
Sbar_Draw ();
#endif
SCR_ShowPics_Draw();

View file

@ -24,14 +24,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//this is the same order as q3, except that white and black are swapped...
consolecolours_t consolecolours[] = {
#define CON_WHITEMASK 7*256 //must be constant. things assume this
{0, 0, 0},
{1, 0, 0},
{0, 1, 0},
{1, 1, 0},
{0.1, 0.1, 1}, //brighten dark blue a little
{1, 0, 1},
{0, 1, 1},
{1, 1, 1}
{0, 0, 0, 0x0000},
{1, 0, 0, 0x001F},
{0, 1, 0, 0x03E0},
{1, 1, 0, 0x03FF},
{0.1, 0.1, 1, 0x7C00}, //brighten dark blue a little
{1, 0, 1, 0x7C1F},
{0, 1, 1, 0x7FE0},
{1, 1, 1, 0x7FFF}
};
int con_ormask;

View file

@ -932,7 +932,12 @@ static void PF_R_RenderScene(progfuncs_t *prinst, struct globalvars_s *pr_global
vid.recalc_refdef = 1;
if (csqc_drawsbar)
#ifdef PLUGINS
Plug_SBar();
#else
Sbar_Draw();
#endif
if (csqc_addcrosshair)
Draw_Crosshair();
}

View file

@ -163,6 +163,8 @@ cvar_t gl_shadeq3 = {"gl_shadeq3", "1"}; //use if you want.
extern cvar_t r_vertexlight;
cvar_t gl_shadeq1 = {"gl_shadeq1", "0", NULL, CVAR_CHEAT}; //FIXME: :(
cvar_t gl_shadeq1_name = {"gl_shadeq1_name", "*"};
cvar_t gl_blend2d = {"gl_blend2d", "0"};
#endif
cvar_t r_bloodstains = {"r_bloodstains", "1"};
@ -333,6 +335,8 @@ void GLRenderer_Init(void)
Cvar_Register (&gl_shadeq1, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq1_name, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq3, GLRENDEREROPTIONS);
Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS);
#endif
}
#endif