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I don't know WHY having the charset loaded as a texture after the
crosshair makes it look like crap, but it does, so it is loaded before the crosshair now, looks MUCH nicer.
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1 changed files with 2 additions and 3 deletions
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@ -452,10 +452,9 @@ void Draw_Init (void)
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draw_chars[i] = 255; // proper transparent color
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draw_chars[i] = 255; // proper transparent color
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// now turn them into textures
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// now turn them into textures
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// char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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// Draw_CrosshairAdjust();
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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// char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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