port over gl_draw.c from newtree

This commit is contained in:
Bill Currie 2000-08-26 21:23:07 +00:00
parent c1e78e5021
commit 103918c7a4
19 changed files with 563 additions and 427 deletions

View file

@ -34,7 +34,7 @@
extern qpic_t *draw_disc; // also used on sbar
void Draw_Init (void);
void Draw_Character (int x, int y, int num);
void Draw_Character8 (int x, int y, int num);
void Draw_DebugChar (char num);
void Draw_Pic (int x, int y, qpic_t *pic);
void Draw_TransPic (int x, int y, qpic_t *pic);
@ -45,7 +45,7 @@ void Draw_EndDisc (void);
void Draw_TileClear (int x, int y, int w, int h);
void Draw_Fill (int x, int y, int w, int h, int c);
void Draw_FadeScreen (void);
void Draw_String (int x, int y, char *str);
void Draw_String8 (int x, int y, char *str);
qpic_t *Draw_PicFromWad (char *name);
qpic_t *Draw_CachePic (char *path);

View file

@ -70,12 +70,12 @@ extern TEXSUBIMAGEPTR TexSubImage2DFunc;
extern int texture_extension_number;
extern int texture_mode;
extern int gl_mtex_enum;
extern float gldepthmin, gldepthmax;
void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha);
void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha);
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
int GL_FindTexture (char *identifier);
typedef struct

View file

@ -321,7 +321,6 @@ void R_PrintTimes (void);
void R_PrintDSpeeds (void);
void R_AnimateLight (void);
int R_LightPoint (vec3_t p);
void R_SetupFrame (void);
void R_cshift_f (void);
void R_EmitEdge (mvertex_t *pv0, mvertex_t *pv1);
void R_ClipEdge (mvertex_t *pv0, mvertex_t *pv1, clipplane_t *clip);

View file

@ -524,7 +524,7 @@ void Con_DrawInput (void)
y = con_vislines-16;
for (i=0 ; i<con_linewidth ; i++)
Draw_Character ( (i+1)<<3, con_vislines - 16, text[i]);
Draw_Character8 ( (i+1)<<3, con_vislines - 16, text[i]);
// remove cursor
key_lines[edit_line][key_linepos] = 0;
@ -563,7 +563,7 @@ void Con_DrawNotify (void)
scr_copytop = 1;
for (x = 0 ; x < con_linewidth ; x++)
Draw_Character ( (x+1)<<3, v, text[x]);
Draw_Character8 ( (x+1)<<3, v, text[x]);
v += 8;
}
@ -576,13 +576,13 @@ void Con_DrawNotify (void)
x = 0;
Draw_String (8, v, "say:");
Draw_String8 (8, v, "say:");
while(chat_buffer[x])
{
Draw_Character ( (x+5)<<3, v, chat_buffer[x]);
Draw_Character8 ( (x+5)<<3, v, chat_buffer[x]);
x++;
}
Draw_Character ( (x+5)<<3, v, 10+((int)(realtime*con_cursorspeed)&1));
Draw_Character8 ( (x+5)<<3, v, 10+((int)(realtime*con_cursorspeed)&1));
v += 8;
}
@ -625,7 +625,7 @@ void Con_DrawConsole (int lines, qboolean drawinput)
text = con_text + (j % con_totallines)*con_linewidth;
for (x=0 ; x<con_linewidth ; x++)
Draw_Character ( (x+1)<<3, y, text[x]);
Draw_Character8 ( (x+1)<<3, y, text[x]);
}
// draw the input prompt, user text, and cursor if desired

View file

@ -138,14 +138,14 @@ void Draw_Init (void)
/*
================
Draw_Character
Draw_Character8
Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Character (int x, int y, int num)
void Draw_Character8 (int x, int y, int num)
{
byte *dest;
byte *source;
@ -238,14 +238,14 @@ void Draw_Character (int x, int y, int num)
/*
================
Draw_String
Draw_String8
================
*/
void Draw_String (int x, int y, char *str)
void Draw_String8 (int x, int y, char *str)
{
while (*str)
{
Draw_Character (x, y, *str);
Draw_Character8 (x, y, *str);
str++;
x += 8;
}

File diff suppressed because it is too large Load diff

View file

@ -403,7 +403,7 @@ void Mod_LoadTextures (lump_t *l)
else
{
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false);
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
texture_mode = GL_LINEAR;
}
}
@ -1458,7 +1458,7 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
pheader->gl_texturenum[i][2] =
pheader->gl_texturenum[i][3] =
GL_LoadTexture (name, pheader->skinwidth,
pheader->skinheight, (byte *)(pskintype + 1), true, false);
pheader->skinheight, (byte *)(pskintype + 1), true, false, 1);
pskintype = (daliasskintype_t *)((byte *)(pskintype+1) + s);
} else {
// animating skin group. yuck.
@ -1480,7 +1480,7 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
sprintf (name, "%s_%i_%i", loadmodel->name, i,j);
pheader->gl_texturenum[i][j&3] =
GL_LoadTexture (name, pheader->skinwidth,
pheader->skinheight, (byte *)(pskintype), true, false);
pheader->skinheight, (byte *)(pskintype), true, false, 1);
pskintype = (daliasskintype_t *)((byte *)(pskintype) + s);
}
k = j;
@ -1696,7 +1696,7 @@ void * Mod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum)
pspriteframe->right = width + origin[0];
sprintf (name, "%s_%i", loadmodel->name, framenum);
pspriteframe->gl_texturenum = GL_LoadTexture (name, width, height, (byte *)(pinframe + 1), true, true);
pspriteframe->gl_texturenum = GL_LoadTexture (name, width, height, (byte *)(pinframe + 1), true, true, 1);
return (void *)((byte *)pinframe + sizeof (dspriteframe_t) + size);
}

View file

@ -58,7 +58,7 @@ void R_DrawParticles (void)
vec3_t up, right;
float scale;
GL_Bind(particletexture);
glBindTexture (GL_TEXTURE_2D, particletexture);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin (GL_TRIANGLES);

View file

@ -240,7 +240,7 @@ void R_DrawSpriteModel (entity_t *e)
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
@ -552,7 +552,7 @@ void R_DrawAliasModel (entity_t *e)
}
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
@ -560,7 +560,7 @@ void R_DrawAliasModel (entity_t *e)
{
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
GL_Bind(playertextures - 1 + i);
glBindTexture (GL_TEXTURE_2D, playertextures - 1 + i);
}
if (gl_smoothmodels->value)

View file

@ -89,7 +89,7 @@ void R_InitParticleTexture (void)
// particle texture
//
particletexture = texture_extension_number++;
GL_Bind(particletexture);
glBindTexture (GL_TEXTURE_2D, particletexture);
for (x=0 ; x<8 ; x++)
{
@ -303,7 +303,7 @@ void R_TranslatePlayerSkin (int playernum)
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures + playernum);
glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
#if 0
byte translated[320*200];

View file

@ -344,7 +344,7 @@ void R_DrawSequentialPoly (msurface_t *s)
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -354,7 +354,7 @@ void R_DrawSequentialPoly (msurface_t *s)
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
@ -375,7 +375,7 @@ void R_DrawSequentialPoly (msurface_t *s)
//
if (s->flags & SURF_DRAWTURB)
{
GL_Bind (s->texinfo->texture->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
@ -385,7 +385,7 @@ void R_DrawSequentialPoly (msurface_t *s)
//
if (s->flags & SURF_DRAWSKY)
{
GL_Bind (solidskytexture);
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale;
@ -393,7 +393,7 @@ void R_DrawSequentialPoly (msurface_t *s)
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (alphaskytexture);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale;
EmitSkyPolys (s);
@ -409,10 +409,10 @@ void R_DrawSequentialPoly (msurface_t *s)
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
@ -448,11 +448,11 @@ void R_DrawSequentialPoly (msurface_t *s)
t = R_TextureAnimation (s->texinfo->texture);
// Binds world to texture env 0
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
@ -481,7 +481,7 @@ void R_DrawSequentialPoly (msurface_t *s)
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -491,7 +491,7 @@ void R_DrawSequentialPoly (msurface_t *s)
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
@ -515,7 +515,7 @@ void R_DrawSequentialPoly (msurface_t *s)
if (s->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
GL_Bind (s->texinfo->texture->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
@ -526,14 +526,14 @@ void R_DrawSequentialPoly (msurface_t *s)
if (s->flags & SURF_DRAWSKY)
{
GL_DisableMultitexture();
GL_Bind (solidskytexture);
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
@ -551,10 +551,10 @@ void R_DrawSequentialPoly (msurface_t *s)
t = R_TextureAnimation (s->texinfo->texture);
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
@ -588,10 +588,10 @@ void R_DrawSequentialPoly (msurface_t *s)
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
@ -712,7 +712,7 @@ void R_BlendLightmaps (void)
p = lightmap_polys[i];
if (!p)
continue;
GL_Bind(lightmap_textures+i);
glBindTexture (GL_TEXTURE_2D, lightmap_textures+i);
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
@ -783,7 +783,7 @@ void R_RenderBrushPoly (msurface_t *fa)
}
t = R_TextureAnimation (fa->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
@ -946,7 +946,7 @@ void R_DrawWaterSurfaces (void)
continue;
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
@ -991,7 +991,7 @@ void R_DrawWaterSurfaces (void)
return;
for ( s = waterchain ; s ; s=s->texturechain) {
GL_Bind (s->texinfo->texture->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
}
@ -1011,7 +1011,7 @@ void R_DrawWaterSurfaces (void)
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s);
@ -1679,7 +1679,7 @@ void GL_BuildLightmaps (void)
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
GL_Bind(lightmap_textures + i);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes

View file

@ -215,7 +215,7 @@ void SCR_DrawCenterString (void)
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
{
Draw_Character (x, y, start[j]);
Draw_Character8 (x, y, start[j]);
if (!remaining--)
return;
}
@ -738,7 +738,7 @@ void SCR_DrawNotifyString (void)
break;
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
Draw_Character (x, y, start[j]);
Draw_Character8 (x, y, start[j]);
y += 8;
@ -927,7 +927,7 @@ void SCR_UpdateScreen (void)
else
{
if (crosshair->value)
Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+');
Draw_Character8 (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+');
SCR_DrawRam ();
SCR_DrawNet ();

View file

@ -285,14 +285,14 @@ void EmitBothSkyLayers (msurface_t *fa)
{
GL_DisableMultitexture();
GL_Bind (solidskytexture);
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127 ;
@ -314,7 +314,7 @@ void R_DrawSkyChain (msurface_t *s)
GL_DisableMultitexture();
// used when gl_texsort is on
GL_Bind(solidskytexture);
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
@ -322,7 +322,7 @@ void R_DrawSkyChain (msurface_t *s)
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127 ;
@ -653,7 +653,7 @@ void R_LoadSkys (void)
for (i=0 ; i<6 ; i++)
{
GL_Bind (SKY_TEX + i);
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
sprintf (name, "gfx/env/bkgtst%s.tga", suf[i]);
COM_FOpenFile (name, &f);
if (!f)
@ -907,7 +907,7 @@ void R_DrawSkyChain (msurface_t *s)
glpoly_t *p;
c_sky = 0;
GL_Bind(solidskytexture);
glBindTexture (GL_TEXTURE_2D, solidskytexture);
// calculate vertex values for sky box
@ -1003,7 +1003,7 @@ glDisable (GL_DEPTH_TEST);
|| skymins[1][i] >= skymaxs[1][i])
continue;
GL_Bind (SKY_TEX+skytexorder[i]);
glBindTexture (GL_TEXTURE_2D, SKY_TEX+skytexorder[i]);
#if 0
skymins[0][i] = -1;
skymins[1][i] = -1;
@ -1071,7 +1071,7 @@ void R_InitSky (texture_t *mt)
if (!solidskytexture)
solidskytexture = texture_extension_number++;
GL_Bind (solidskytexture );
glBindTexture (GL_TEXTURE_2D, solidskytexture );
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -1089,7 +1089,7 @@ void R_InitSky (texture_t *mt)
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
GL_Bind(alphaskytexture);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

View file

@ -137,7 +137,7 @@ Draws one solid graphics character
*/
void M_DrawCharacter (int cx, int line, int num)
{
Draw_Character ( cx + ((vid.width - 320)>>1), line, num);
Draw_Character8 ( cx + ((vid.width - 320)>>1), line, num);
}
void M_Print (int cx, int cy, char *str)

View file

@ -958,7 +958,7 @@ void R_EdgeDrawing (void)
R_ScanEdges ();
}
void R_SetupFrame(void);
/*
================
R_RenderView

View file

@ -76,6 +76,7 @@ cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *cl_crossx;
cvar_t *cl_crossy;
@ -825,6 +826,7 @@ void V_Init (void)
v_idlescale = Cvar_Get("v_idlescale", "0", CVAR_NONE, "None");
crosshair = Cvar_Get("crosshair", "0", CVAR_ARCHIVE, "None");
crosshaircolor = Cvar_Get("crosshaircolor", "79", CVAR_ARCHIVE, "None");
cl_crossx = Cvar_Get("cl_crossx", "0", CVAR_NONE, "None");
cl_crossy = Cvar_Get("cl_crossy", "0", CVAR_NONE, "None");
gl_cshiftpercent = Cvar_Get("gl_cshiftpercent", "100", CVAR_NONE, "None");

View file

@ -306,9 +306,9 @@ Draws one solid graphics character
void Sbar_DrawCharacter (int x, int y, int num)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
Draw_Character8 ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
else
Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
Draw_Character8 ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
}
/*
@ -319,9 +319,9 @@ Sbar_DrawString
void Sbar_DrawString (int x, int y, char *str)
{
if (cl.gametype == GAME_DEATHMATCH)
Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
Draw_String8 (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
else
Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
Draw_String8 (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
}
/*
@ -1144,12 +1144,12 @@ void Sbar_DeathmatchOverlay (void)
f = s->frags;
sprintf (num, "%3i",f);
Draw_Character ( x+8 , y, num[0]);
Draw_Character ( x+16 , y, num[1]);
Draw_Character ( x+24 , y, num[2]);
Draw_Character8 ( x+8 , y, num[0]);
Draw_Character8 ( x+16 , y, num[1]);
Draw_Character8 ( x+24 , y, num[2]);
if (k == cl.viewentity - 1)
Draw_Character ( x - 8, y, 12);
Draw_Character8 ( x - 8, y, 12);
#if 0
{
@ -1165,12 +1165,12 @@ void Sbar_DeathmatchOverlay (void)
sprintf (num, "%3i:%i%i", minutes, tens, units);
Draw_String ( x+48 , y, num);
Draw_String8 ( x+48 , y, num);
}
#endif
// draw name
Draw_String (x+64, y, s->name);
Draw_String8 (x+64, y, s->name);
y += 10;
}
@ -1243,13 +1243,13 @@ void Sbar_MiniDeathmatchOverlay (void)
f = s->frags;
sprintf (num, "%3i",f);
Draw_Character ( x+8 , y, num[0]);
Draw_Character ( x+16 , y, num[1]);
Draw_Character ( x+24 , y, num[2]);
Draw_Character8 ( x+8 , y, num[0]);
Draw_Character8 ( x+16 , y, num[1]);
Draw_Character8 ( x+24 , y, num[2]);
if (k == cl.viewentity - 1) {
Draw_Character ( x, y, 16);
Draw_Character ( x + 32, y, 17);
Draw_Character8 ( x, y, 16);
Draw_Character8 ( x + 32, y, 17);
}
#if 0
@ -1266,12 +1266,12 @@ void Sbar_MiniDeathmatchOverlay (void)
sprintf (num, "%3i:%i%i", minutes, tens, units);
Draw_String ( x+48 , y, num);
Draw_String8 ( x+48 , y, num);
}
#endif
// draw name
Draw_String (x+48, y, s->name);
Draw_String8 (x+48, y, s->name);
y += 8;
}

View file

@ -179,7 +179,7 @@ void SCR_DrawCenterString (void)
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
{
Draw_Character (x, y, start[j]);
Draw_Character8 (x, y, start[j]);
if (!remaining--)
return;
}
@ -748,7 +748,7 @@ void SCR_DrawNotifyString (void)
break;
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
Draw_Character (x, y, start[j]);
Draw_Character8 (x, y, start[j]);
y += 8;

View file

@ -181,6 +181,6 @@ void V_RenderView (void)
}
if (crosshair->value)
Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx->value,
Draw_Character8 (scr_vrect.x + scr_vrect.width/2 + cl_crossx->value,
scr_vrect.y + scr_vrect.height/2 + cl_crossy->value, '+');
}