SpaceWarp HUD rendering better

This commit is contained in:
Lubos 2022-06-16 14:59:36 +02:00
parent 81dbbe7fd0
commit 01d0500be2
2 changed files with 3 additions and 9 deletions

View file

@ -767,11 +767,7 @@ static float CG_DrawFPS( float y ) {
}
fps = 1000 * FPS_FRAMES / total;
if ((int)trap_Cvar_VariableValue( "vr_spaceWarp" )) {
s = va( "%ifps", fps + fps );
} else {
s = va( "%ifps", fps );
}
s = va( "%ifps", fps );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
@ -2959,7 +2955,7 @@ void CG_DrawActive( void ) {
//Now draw the screen 2D stuff
CG_DrawScreen2D();
if (!vr->weapon_zoomed && !vr->drawingMotionVector)
if (!vr->weapon_zoomed)
{
cg.drawingHUD = qtrue;
@ -2972,6 +2968,7 @@ void CG_DrawActive( void ) {
trap_R_HUDBufferEnd();
cg.drawingHUD = qfalse;
vr->drawingMotionVector = qfalse;
}
}

View file

@ -566,9 +566,6 @@ Draws the last few lines of output transparently over the game top
*/
void Con_DrawNotify (void)
{
if (vr.drawingMotionVector)
return;
int x, v;
short *text;
int i;