quakeforge/nq/source/gl_screen.c
Bill Currie 6fcf8395ca FBDEV GLX SVGAlib X11 all build, but nq-glx doesn't link yet due to some
changes between nq and qw (gl_mtexable, texture_mode and GL_CheckBrightness)
2001-04-15 21:11:41 +00:00

1106 lines
22 KiB
C

/*
gl_screen.c
@description@
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "QF/compat.h"
#include "QF/input.h"
#include "QF/qendian.h"
#include "QF/vid.h"
#include "QF/sys.h"
#include "QF/mathlib.h" // needed by: protocol.h, render.h,
// client.h,
// modelgen.h, glmodel.h
#include "QF/wad.h"
#include "draw.h"
#include "QF/cvar.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "QF/keys.h"
#include "QF/cmd.h"
#include "sbar.h"
#include "QF/sound.h"
#include "QF/screen.h"
#include "r_local.h"
#include "render.h" // needed by: client.h, gl_model.h,
// glquake.h
#include "client.h" // need cls in this file
#include "QF/model.h" // needed by: glquake.h
#include "QF/console.h"
#include "glquake.h"
#include "view.h"
#include "client.h"
/*
background clear
rendering
turtle/net/ram icons
sbar
centerprint / slow centerprint
notify lines
intermission / finale overlay
loading plaque
console
menu
required background clears
required update regions
syncronous draw mode or async
One off screen buffer, with updates either copied or xblited
Need to double buffer?
async draw will require the refresh area to be cleared, because it will be
xblited, but sync draw can just ignore it.
sync
draw
CenterPrint ()
SlowPrint ()
Screen_Update ();
Con_Printf ();
net
turn off messages option
the refresh is always rendered, unless the console is full screen
console is:
notify lines
half
full
*/
extern byte *vid_basepal;
extern double host_frametime;
extern double realtime;
int glx, gly, glwidth, glheight;
// only the refresh window will be updated unless these variables are flagged
int scr_copytop;
int scr_copyeverything;
float scr_con_current;
float scr_conlines; // lines of console to display
float oldscreensize, oldfov;
cvar_t *scr_viewsize;
cvar_t *scr_fov; // 10 - 170
cvar_t *scr_conspeed;
cvar_t *scr_centertime;
cvar_t *scr_showram;
cvar_t *scr_showturtle;
cvar_t *scr_showpause;
cvar_t *scr_printspeed;
cvar_t *scr_allowsnap;
cvar_t *gl_triplebuffer;
extern cvar_t *crosshair;
qboolean scr_initialized; // ready to draw
qpic_t *scr_ram;
qpic_t *scr_net;
qpic_t *scr_turtle;
int scr_fullupdate;
int clearconsole;
int clearnotify;
extern int sb_lines;
viddef_t vid; // global video state
vrect_t scr_vrect;
qboolean scr_disabled_for_loading;
qboolean scr_drawloading;
float scr_disabled_time;
qboolean block_drawing;
void SCR_ScreenShot_f (void);
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
char scr_centerstring[1024];
float scr_centertime_start; // for slow victory printing
float scr_centertime_off;
int scr_center_lines;
int scr_erase_lines;
int scr_erase_center;
/*
==============
SCR_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void
SCR_CenterPrint (char *str)
{
strncpy (scr_centerstring, str, sizeof (scr_centerstring) - 1);
scr_centertime_off = scr_centertime->value;
scr_centertime_start = cl.time;
// count the number of lines for centering
scr_center_lines = 1;
while (*str) {
if (*str == '\n')
scr_center_lines++;
str++;
}
}
void
SCR_DrawCenterString (void)
{
char *start;
int l;
int j;
int x, y;
int remaining;
// the finale prints the characters one at a time
if (cl.intermission)
remaining = scr_printspeed->value * (cl.time - scr_centertime_start);
else
remaining = 9999;
scr_erase_center = 0;
start = scr_centerstring;
if (scr_center_lines <= 4)
y = vid.height * 0.35;
else
y = 48;
do {
// scan the width of the line
for (l = 0; l < 40; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l * 8) / 2;
for (j = 0; j < l; j++, x += 8) {
Draw_Character8 (x, y, start[j]);
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
void
SCR_CheckDrawCenterString (void)
{
scr_copytop = 1;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
scr_centertime_off -= host_frametime;
if (scr_centertime_off <= 0 && !cl.intermission)
return;
if (key_dest != key_game)
return;
SCR_DrawCenterString ();
}
//=============================================================================
/*
====================
CalcFov
====================
*/
float
CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x < 1 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
x = width / tan (fov_x / 360 * M_PI);
a = (x == 0) ? 90 : atan (height / x); // 0 shouldn't happen
a = a * 360 / M_PI;
return a;
}
/*
=================
SCR_CalcRefdef
Must be called whenever vid changes
Internal use only
=================
*/
static void
SCR_CalcRefdef (void)
{
int size;
int h;
qboolean full = false;
scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
// force the status bar to redraw
Sbar_Changed ();
//========================================
// bound viewsize
Cvar_SetValue (scr_viewsize, bound (30, scr_viewsize->int_val, 120));
// bound field of view
Cvar_SetValue (scr_fov, bound (10, scr_fov->value, 170));
// intermission is always full screen
if (cl.intermission)
size = 120;
else
size = scr_viewsize->int_val;
if (size >= 120)
sb_lines = 0; // no status bar at all
else if (size >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24 + 16 + 8;
if (scr_viewsize->int_val >= 100) {
full = true;
size = 100;
} else {
size = scr_viewsize->int_val;
}
if (cl.intermission) {
full = true;
size = 100;
sb_lines = 0;
}
size /= 100.0;
if (!cl_sbar->int_val && full)
h = vid.height;
else
h = vid.height - sb_lines;
r_refdef.vrect.width = vid.width * size;
if (r_refdef.vrect.width < 96) {
size = 96.0 / r_refdef.vrect.width;
r_refdef.vrect.width = 96; // min for icons
}
r_refdef.vrect.height = vid.height * size;
if (cl_sbar->int_val || !full) {
if (r_refdef.vrect.height > vid.height - sb_lines)
r_refdef.vrect.height = vid.height - sb_lines;
} else {
if (r_refdef.vrect.height > vid.height)
r_refdef.vrect.height = vid.height;
}
r_refdef.vrect.x = (vid.width - r_refdef.vrect.width) / 2;
if (full)
r_refdef.vrect.y = 0;
else
r_refdef.vrect.y = (h - r_refdef.vrect.height) / 2;
r_refdef.fov_x = scr_fov->value;
r_refdef.fov_y =
CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
scr_vrect = r_refdef.vrect;
}
/*
=================
SCR_SizeUp_f
Keybinding command
=================
*/
void
SCR_SizeUp_f (void)
{
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val + 10);
vid.recalc_refdef = 1;
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
void
SCR_SizeDown_f (void)
{
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val - 10);
vid.recalc_refdef = 1;
}
//============================================================================
/*
==================
SCR_Init
==================
*/
void
SCR_Init_Cvars (void)
{
scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "10 - 170");
scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL, "None");
scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL, "None");
scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL, "None");
scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL, "None");
scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL, "None");
scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL, "None");
scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL, "None");
scr_allowsnap = Cvar_Get ("scr_allowsnap", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
"None");
}
void
SCR_Init (void)
{
//
// register our commands
//
Cmd_AddCommand ("screenshot", SCR_ScreenShot_f, "No Description");
Cmd_AddCommand ("sizeup", SCR_SizeUp_f, "No Description");
Cmd_AddCommand ("sizedown", SCR_SizeDown_f, "No Description");
scr_ram = Draw_PicFromWad ("ram");
scr_net = Draw_PicFromWad ("net");
scr_turtle = Draw_PicFromWad ("turtle");
scr_initialized = true;
}
/*
==============
SCR_DrawRam
==============
*/
void
SCR_DrawRam (void)
{
if (!scr_showram->int_val)
return;
if (!r_cache_thrash)
return;
Draw_Pic (scr_vrect.x + 32, scr_vrect.y, scr_ram);
}
/*
==============
SCR_DrawTurtle
==============
*/
void
SCR_DrawTurtle (void)
{
static int count;
if (!scr_showturtle->int_val)
return;
if (host_frametime < 0.1) {
count = 0;
return;
}
count++;
if (count < 3)
return;
Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle);
}
/*
==============
SCR_DrawFPS
==============
*/
void
SCR_DrawFPS (void)
{
extern cvar_t *show_fps;
static double lastframetime;
double t;
extern int fps_count;
static int lastfps;
int x, y;
char st[80];
if (!show_fps->int_val)
return;
t = Sys_DoubleTime ();
if ((t - lastframetime) >= 1.0) {
lastfps = fps_count;
fps_count = 0;
lastframetime = t;
}
snprintf (st, sizeof (st), "%-3d FPS", lastfps);
/* Misty: New trick! (for me) the ? makes this work like a if then else -
IE: if cl_hudswap->int_val is not null, do first case, else (else is a
: here) do second case. Deek taught me this trick */
x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + 8) : 8;
y = vid.height - sb_lines - 8;
Draw_String8 (x, y, st);
}
/* Misty: I like to see the time */
void
SCR_DrawTime (void)
{
extern cvar_t *show_time;
int x, y;
char st[80];
char local_time[120];
time_t systime;
/* any cvar that can take multiple settings must be able to handle abuse.
*/
if (show_time->int_val <= 0)
return;
/* actually find the time and set systime to it */
time (&systime);
if (show_time->int_val == 1) {
/* now set local_time to 24 hour time using hours:minutes format */
strftime (local_time, sizeof (local_time), "%k:%M",
localtime (&systime));
} else if (show_time->int_val >= 2) {
/* >= is another abuse protector */
strftime (local_time, sizeof (local_time), "%l:%M %P",
localtime (&systime));
}
/* now actually print it to the screen directly above where show_fps is */
snprintf (st, sizeof (st), "%s", local_time);
x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + 8) : 8;
y = vid.height - sb_lines - 16;
Draw_String8 (x, y, st);
}
/*
==============
DrawPause
==============
*/
void
SCR_DrawPause (void)
{
qpic_t *pic;
if (!scr_showpause->int_val) // turn off for screenshots
return;
if (!cl.paused)
return;
pic = Draw_CachePic ("gfx/pause.lmp");
Draw_Pic ((vid.width - pic->width) / 2,
(vid.height - 48 - pic->height) / 2, pic);
}
/*
==============
SCR_DrawLoading
==============
*/
void
SCR_DrawLoading (void)
{
qpic_t *pic;
if (!scr_drawloading)
return;
pic = Draw_CachePic ("gfx/loading.lmp");
Draw_Pic ((vid.width - pic->width) / 2,
(vid.height - 48 - pic->height) / 2, pic);
}
//=============================================================================
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void
SCR_SetUpToDrawConsole (void)
{
Con_CheckResize ();
if (scr_drawloading)
return; // never a console with loading
// plaque
// decide on the height of the console
if (!cl.worldmodel || cls.signon != SIGNONS) {
scr_conlines = vid.height; // full screen
scr_con_current = scr_conlines;
} else if (key_dest == key_console)
scr_conlines = vid.height / 2; // half screen
else
scr_conlines = 0; // none visible
if (scr_conlines < scr_con_current) {
scr_con_current -= scr_conspeed->value * host_frametime;
if (scr_conlines > scr_con_current)
scr_con_current = scr_conlines;
} else if (scr_conlines > scr_con_current) {
scr_con_current += scr_conspeed->value * host_frametime;
if (scr_conlines < scr_con_current)
scr_con_current = scr_conlines;
}
if (clearconsole++ < vid.numpages) {
Sbar_Changed ();
} else if (clearnotify++ < vid.numpages) {
} else
con_notifylines = 0;
}
/*
==================
SCR_DrawConsole
==================
*/
void
SCR_DrawConsole (void)
{
if (scr_con_current) {
scr_copyeverything = 1;
Con_DrawConsole (scr_con_current); // , true);
clearconsole = 0;
} else {
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
/*
==================
SCR_ScreenShot_f
==================
*/
void
SCR_ScreenShot_f (void)
{
byte *buffer;
char pcxname[80];
char checkname[MAX_OSPATH];
int i, c, temp;
//
// find a file name to save it to
//
strcpy (pcxname, "nuq000.tga");
for (i = 0; i <= 999; i++) {
pcxname[3] = i / 100 + '0';
pcxname[4] = i / 10 % 10 + '0';
pcxname[5] = i % 10 + '0';
snprintf (checkname, sizeof (checkname), "%s/%s", com_gamedir, pcxname);
if (Sys_FileTime (checkname) == -1)
break; // file doesn't exist
}
if (i == 1000) {
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n");
return;
}
buffer = malloc (glwidth * glheight * 3 + 18);
memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = glwidth & 255;
buffer[13] = glwidth >> 8;
buffer[14] = glheight & 255;
buffer[15] = glheight >> 8;
buffer[16] = 24; // pixel size
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE,
buffer + 18);
// swap rgb to bgr
c = 18 + glwidth * glheight * 3;
for (i = 18; i < c; i += 3) {
temp = buffer[i];
buffer[i] = buffer[i + 2];
buffer[i + 2] = temp;
}
COM_WriteFile (pcxname, buffer, glwidth * glheight * 3 + 18);
free (buffer);
Con_Printf ("Wrote %s\n", pcxname);
}
//=============================================================================
/*
===============
SCR_BeginLoadingPlaque
================
*/
void
SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
if (cls.state != ca_connected)
return;
if (cls.signon != SIGNONS)
return;
// redraw with no console and the loading plaque
Con_ClearNotify ();
scr_centertime_off = 0;
scr_con_current = 0;
scr_drawloading = true;
scr_fullupdate = 0;
Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
scr_disabled_time = realtime;
scr_fullupdate = 0;
}
/*
===============
SCR_EndLoadingPlaque
================
*/
void
SCR_EndLoadingPlaque (void)
{
scr_disabled_for_loading = false;
scr_fullupdate = 0;
Con_ClearNotify ();
}
//=============================================================================
char *scr_notifystring;
qboolean scr_drawdialog;
void
SCR_DrawNotifyString (void)
{
char *start;
int l;
int j;
int x, y;
start = scr_notifystring;
y = vid.height * 0.35;
do {
// scan the width of the line
for (l = 0; l < 40; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l * 8) / 2;
for (j = 0; j < l; j++, x += 8)
Draw_Character8 (x, y, start[j]);
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
/*
==================
SCR_ModalMessage
Displays a text string in the center of the screen and waits for a Y or N
keypress.
==================
*/
int
SCR_ModalMessage (char *text)
{
if (cls.state == ca_dedicated)
return true;
scr_notifystring = text;
// draw a fresh screen
scr_fullupdate = 0;
scr_drawdialog = true;
SCR_UpdateScreen ();
scr_drawdialog = false;
S_ClearBuffer (); // so dma doesn't loop current sound
do {
// key_count = -1; // wait for a key down and up
IN_SendKeyEvents ();
} while (key_lastpress != 'y' && key_lastpress != 'n'
&& key_lastpress != K_ESCAPE);
scr_fullupdate = 0;
SCR_UpdateScreen ();
return key_lastpress == 'y';
}
//=============================================================================
/*
===============
SCR_BringDownConsole
Brings the console down and fades the palettes back to normal
================
*/
void
SCR_BringDownConsole (void)
{
int i;
scr_centertime_off = 0;
for (i = 0; i < 20 && scr_conlines != scr_con_current; i++)
SCR_UpdateScreen ();
cl.cshifts[0].percent = 0; // no area contents palette on next
// frame
VID_SetPalette (vid_basepal);
}
void
SCR_TileClear (void)
{
#if 0
if (r_refdef.vrect.x > 0) {
// left
Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines);
// right
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
vid.height - sb_lines);
}
if (r_refdef.vrect.y > 0) {
// top
Draw_TileClear (r_refdef.vrect.x, 0,
r_refdef.vrect.x + r_refdef.vrect.width,
r_refdef.vrect.y);
// bottom
Draw_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
vid.height - sb_lines -
(r_refdef.vrect.height + r_refdef.vrect.y));
}
#endif
}
float oldsbar = 0;
extern void R_ForceLightUpdate ();
qboolean lighthalf;
extern cvar_t *gl_lightmode;
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void
SCR_UpdateScreen (void)
{
double time1 = 0, time2;
float f;
if (block_drawing)
return;
vid.numpages = 2 + gl_triplebuffer->int_val;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading) {
if (realtime - scr_disabled_time > 60) {
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
} else {
return;
}
}
if (!scr_initialized || !con_initialized)
return; // not initialized yet
if (oldsbar != cl_sbar->value) {
oldsbar = cl_sbar->value;
vid.recalc_refdef = true;
}
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
if (r_speeds->int_val) {
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
//
// determine size of refresh window
//
if (oldfov != scr_fov->value) {
oldfov = scr_fov->value;
vid.recalc_refdef = true;
}
if (vid.recalc_refdef)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
// LordHavoc: set lighthalf based on gl_lightmode cvar
if (lighthalf != (gl_lightmode->int_val != 0)) {
lighthalf = gl_lightmode->int_val != 0;
R_ForceLightUpdate ();
}
SCR_SetUpToDrawConsole ();
V_RenderView ();
GL_Set2D ();
//
// draw any areas not covered by the refresh
//
SCR_TileClear ();
if (scr_drawdialog) {
Sbar_Draw ();
Draw_FadeScreen ();
SCR_DrawNotifyString ();
scr_copyeverything = true;
} else {
if (scr_drawloading) {
SCR_DrawLoading ();
Sbar_Draw ();
} else {
if (cl.intermission == 1 && key_dest == key_game) {
Sbar_IntermissionOverlay ();
} else {
if (cl.intermission == 2 && key_dest == key_game) {
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
} else {
if (crosshair->int_val)
Draw_Crosshair ();
SCR_DrawRam ();
SCR_DrawFPS ();
SCR_DrawTime ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_CheckDrawCenterString ();
Sbar_Draw ();
SCR_DrawConsole ();
// FIXME: MENUCODE
// M_Draw ();
}
}
}
}
// LordHavoc: adjustable brightness and contrast,
// also makes polyblend apply to whole screen
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
if (lighthalf) // LordHavoc: render was done at half
//
//
// brightness
f = brightness->value * 2;
else
f = brightness->value;
if (f > 1.0) {
glBlendFunc (GL_DST_COLOR, GL_ONE);
glBegin (GL_QUADS);
while (f > 1.0) {
if (f >= 2.0)
glColor3f (1, 1, 1);
else
glColor3f (f - 1, f - 1, f - 1);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
f *= 0.5;
}
glEnd ();
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Cvar_SetValue (contrast, bound (0.2, contrast->value, 1.0));
if ((gl_polyblend->int_val && v_blend[3]) || contrast->value < 1) {
glBegin (GL_QUADS);
if (contrast->value < 1) {
glColor4f (1, 1, 1, 1 - contrast->value);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
}
if (gl_polyblend->int_val && v_blend[3]) {
glColor4fv (v_blend);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
}
glEnd ();
}
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
V_UpdatePalette ();
if (r_speeds->int_val) {
// glFinish ();
time2 = Sys_DoubleTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n",
(int) ((time2 - time1) * 1000), c_brush_polys,
c_alias_polys);
}
glFinish ();
GL_EndRendering ();
}