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Tried to improve imperial blaster scope image edges
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commit
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2 changed files with 40 additions and 38 deletions
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@ -1634,26 +1634,20 @@ static void CG_DrawWeapReticle( void )
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vec4_t light_color = {0.7, 0.7, 0.7, 1};
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vec4_t light_color = {0.7, 0.7, 0.7, 1};
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vec4_t black = {0.0, 0.0, 0.0, 1};
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vec4_t black = {0.0, 0.0, 0.0, 1};
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float indent = 0.1;
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float indent = 0.12;
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float X_WIDTH=640;
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float X_WIDTH=640;
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float Y_HEIGHT=480;
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float Y_HEIGHT=480;
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float STRETCH = 6;
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float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
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float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
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// sides
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CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
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CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
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// top/bottom
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CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
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CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
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{
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{
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// center
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// center
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if ( cgs.media.reticleShader ) {
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if ( cgs.media.reticleShader ) {
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cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
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cgi_R_DrawStretchPic( x - STRETCH, y - STRETCH, w + STRETCH, h+STRETCH, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
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cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
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cgi_R_DrawStretchPic( x + w, y - STRETCH, w + STRETCH, h + STRETCH, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
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cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
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cgi_R_DrawStretchPic( x - STRETCH, y + h, w + STRETCH, h + STRETCH, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
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cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
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cgi_R_DrawStretchPic( x + w, y + h, w + STRETCH, h + STRETCH, 1, 1, 0, 0, cgs.media.reticleShader ); // br
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}
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}
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// hairs
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// hairs
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@ -1662,6 +1656,13 @@ static void CG_DrawWeapReticle( void )
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CG_FillRect( 319, 300, 2, 178, black ); // center bot
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CG_FillRect( 319, 300, 2, 178, black ); // center bot
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CG_FillRect( 380, 239, 177, 2, black ); // right
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CG_FillRect( 380, 239, 177, 2, black ); // right
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}
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}
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// sides
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CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
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CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
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// top/bottom
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CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
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CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
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}
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}
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//--------------------------------------
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//--------------------------------------
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@ -728,26 +728,20 @@ static void CG_DrawWeapReticle( void )
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vec4_t light_color = {0.7, 0.7, 0.7, 1};
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vec4_t light_color = {0.7, 0.7, 0.7, 1};
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vec4_t black = {0.0, 0.0, 0.0, 1};
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vec4_t black = {0.0, 0.0, 0.0, 1};
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float indent = 0.1;
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float indent = 0.12;
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float X_WIDTH=640;
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float X_WIDTH=640;
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float Y_HEIGHT=480;
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float Y_HEIGHT=480;
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float STRETCH = 6;
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float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
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float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
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// sides
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CG_FillRect(0, 0, (X_WIDTH * indent) + 1, Y_HEIGHT, black);
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CG_FillRect(X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black);
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// top/bottom
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CG_FillRect(X_WIDTH * indent, 0, X_WIDTH * (1 - indent), Y_HEIGHT * indent + 1, black);
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CG_FillRect(X_WIDTH * indent, Y_HEIGHT * (1 - indent) - 1, X_WIDTH * (1 - indent), Y_HEIGHT * indent + 2, black);
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{
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{
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// center
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// center
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if ( cgs.media.reticleShader ) {
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if ( cgs.media.reticleShader ) {
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cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
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cgi_R_DrawStretchPic( x - STRETCH, y - STRETCH, w + STRETCH, h+STRETCH, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
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cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
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cgi_R_DrawStretchPic( x + w, y - STRETCH, w + STRETCH, h + STRETCH, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
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cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
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cgi_R_DrawStretchPic( x - STRETCH, y + h, w + STRETCH, h + STRETCH, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
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cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
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cgi_R_DrawStretchPic( x + w, y + h, w + STRETCH, h + STRETCH, 1, 1, 0, 0, cgs.media.reticleShader ); // br
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}
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}
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// hairs
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// hairs
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@ -756,6 +750,13 @@ static void CG_DrawWeapReticle( void )
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CG_FillRect( 319, 300, 2, 178, black ); // center bot
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CG_FillRect( 319, 300, 2, 178, black ); // center bot
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CG_FillRect( 380, 239, 177, 2, black ); // right
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CG_FillRect( 380, 239, 177, 2, black ); // right
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}
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}
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// sides
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CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
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CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
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// top/bottom
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CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
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CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
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}
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}
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//--------------------------------------
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//--------------------------------------
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