diff --git a/libs/video/renderer/glsl/glsl_draw.c b/libs/video/renderer/glsl/glsl_draw.c index 679e29df5..009b2bf80 100644 --- a/libs/video/renderer/glsl/glsl_draw.c +++ b/libs/video/renderer/glsl/glsl_draw.c @@ -104,7 +104,7 @@ static struct { static scrap_t *draw_scrap; // hold all 2d images static byte white_block[8 * 8]; -static dstring_t *char_queue; +static dstring_t *draw_queue; static qpic_t *conchars; static int conback_texture; static qpic_t *crosshair_pic; @@ -249,9 +249,9 @@ draw_pic (float x, float y, int w, int h, qpic_t *pic, int size = sizeof (verts); make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color); - char_queue->size += size; - dstring_adjust (char_queue); - v = char_queue->str + char_queue->size - size; + draw_queue->size += size; + dstring_adjust (draw_queue); + v = draw_queue->str + draw_queue->size - size; memcpy (v, verts, size); } @@ -379,7 +379,7 @@ glsl_Draw_Init (void) //loading crosshaircolor->callback (crosshaircolor); - char_queue = dstring_new (); + draw_queue = dstring_new (); vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert, GL_VERTEX_SHADER); @@ -445,12 +445,12 @@ flush_2d (void) GLSL_ScrapFlush (draw_scrap); qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap)); qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT, - 0, 32, char_queue->str); + 0, 32, draw_queue->str); qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT, - 0, 32, char_queue->str + 16); + 0, 32, draw_queue->str + 16); - qfeglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 32); - char_queue->size = 0; + qfeglDrawArrays (GL_TRIANGLES, 0, draw_queue->size / 32); + draw_queue->size = 0; } void @@ -733,8 +733,6 @@ set_2d (int width, int height) qfeglActiveTexture (GL_TEXTURE0 + 0); qfeglEnable (GL_TEXTURE_2D); qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap)); - - qfeglVertexAttrib4f (quake_2d.color.location, 1, 1, 1, 1); } void @@ -759,13 +757,13 @@ GLSL_End2D (void) void GLSL_DrawReset (void) { - char_queue->size = 0; + draw_queue->size = 0; } void GLSL_FlushText (void) { - if (char_queue->size) + if (draw_queue->size) flush_2d (); }