mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-24 21:11:03 +00:00
Tried to improve imperial blaster scope image edges
This commit is contained in:
parent
fc6ec8b08d
commit
06c85581b6
2 changed files with 40 additions and 38 deletions
|
@ -1634,26 +1634,20 @@ static void CG_DrawWeapReticle( void )
|
||||||
vec4_t light_color = {0.7, 0.7, 0.7, 1};
|
vec4_t light_color = {0.7, 0.7, 0.7, 1};
|
||||||
vec4_t black = {0.0, 0.0, 0.0, 1};
|
vec4_t black = {0.0, 0.0, 0.0, 1};
|
||||||
|
|
||||||
float indent = 0.1;
|
float indent = 0.12;
|
||||||
float X_WIDTH=640;
|
float X_WIDTH=640;
|
||||||
float Y_HEIGHT=480;
|
float Y_HEIGHT=480;
|
||||||
|
float STRETCH = 6;
|
||||||
|
|
||||||
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
|
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
|
||||||
|
|
||||||
// sides
|
|
||||||
CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
|
|
||||||
CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
|
|
||||||
// top/bottom
|
|
||||||
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
|
|
||||||
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
|
|
||||||
|
|
||||||
{
|
{
|
||||||
// center
|
// center
|
||||||
if ( cgs.media.reticleShader ) {
|
if ( cgs.media.reticleShader ) {
|
||||||
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
|
cgi_R_DrawStretchPic( x - STRETCH, y - STRETCH, w + STRETCH, h+STRETCH, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
|
||||||
cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
|
cgi_R_DrawStretchPic( x + w, y - STRETCH, w + STRETCH, h + STRETCH, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
|
||||||
cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
|
cgi_R_DrawStretchPic( x - STRETCH, y + h, w + STRETCH, h + STRETCH, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
|
||||||
cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
|
cgi_R_DrawStretchPic( x + w, y + h, w + STRETCH, h + STRETCH, 1, 1, 0, 0, cgs.media.reticleShader ); // br
|
||||||
}
|
}
|
||||||
|
|
||||||
// hairs
|
// hairs
|
||||||
|
@ -1662,6 +1656,13 @@ static void CG_DrawWeapReticle( void )
|
||||||
CG_FillRect( 319, 300, 2, 178, black ); // center bot
|
CG_FillRect( 319, 300, 2, 178, black ); // center bot
|
||||||
CG_FillRect( 380, 239, 177, 2, black ); // right
|
CG_FillRect( 380, 239, 177, 2, black ); // right
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sides
|
||||||
|
CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
|
||||||
|
CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
|
||||||
|
// top/bottom
|
||||||
|
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
|
||||||
|
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
|
||||||
}
|
}
|
||||||
|
|
||||||
//--------------------------------------
|
//--------------------------------------
|
||||||
|
|
|
@ -725,37 +725,38 @@ CG_DrawWeapReticle
|
||||||
*/
|
*/
|
||||||
static void CG_DrawWeapReticle( void )
|
static void CG_DrawWeapReticle( void )
|
||||||
{
|
{
|
||||||
vec4_t light_color = {0.7, 0.7, 0.7, 1};
|
vec4_t light_color = {0.7, 0.7, 0.7, 1};
|
||||||
vec4_t black = {0.0, 0.0, 0.0, 1};
|
vec4_t black = {0.0, 0.0, 0.0, 1};
|
||||||
|
|
||||||
float indent = 0.1;
|
float indent = 0.12;
|
||||||
float X_WIDTH=640;
|
float X_WIDTH=640;
|
||||||
float Y_HEIGHT=480;
|
float Y_HEIGHT=480;
|
||||||
|
float STRETCH = 6;
|
||||||
|
|
||||||
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
|
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
|
||||||
|
|
||||||
|
{
|
||||||
|
// center
|
||||||
|
if ( cgs.media.reticleShader ) {
|
||||||
|
cgi_R_DrawStretchPic( x - STRETCH, y - STRETCH, w + STRETCH, h+STRETCH, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
|
||||||
|
cgi_R_DrawStretchPic( x + w, y - STRETCH, w + STRETCH, h + STRETCH, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
|
||||||
|
cgi_R_DrawStretchPic( x - STRETCH, y + h, w + STRETCH, h + STRETCH, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
|
||||||
|
cgi_R_DrawStretchPic( x + w, y + h, w + STRETCH, h + STRETCH, 1, 1, 0, 0, cgs.media.reticleShader ); // br
|
||||||
|
}
|
||||||
|
|
||||||
|
// hairs
|
||||||
|
CG_FillRect( 84, 239, 177, 2, black ); // left
|
||||||
|
CG_FillRect( 320, 242, 1, 58, black ); // center top
|
||||||
|
CG_FillRect( 319, 300, 2, 178, black ); // center bot
|
||||||
|
CG_FillRect( 380, 239, 177, 2, black ); // right
|
||||||
|
}
|
||||||
|
|
||||||
// sides
|
// sides
|
||||||
CG_FillRect(0, 0, (X_WIDTH * indent) + 1, Y_HEIGHT, black);
|
CG_FillRect( 0, 0, (X_WIDTH * indent)+1, Y_HEIGHT, black );
|
||||||
CG_FillRect(X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black);
|
CG_FillRect( X_WIDTH * (1 - indent) - 1, 0, (X_WIDTH * indent) + 2, Y_HEIGHT, black );
|
||||||
// top/bottom
|
// top/bottom
|
||||||
CG_FillRect(X_WIDTH * indent, 0, X_WIDTH * (1 - indent), Y_HEIGHT * indent + 1, black);
|
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent + 1, black );
|
||||||
CG_FillRect(X_WIDTH * indent, Y_HEIGHT * (1 - indent) - 1, X_WIDTH * (1 - indent), Y_HEIGHT * indent + 2, black);
|
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent) - 1, X_WIDTH * (1-indent), Y_HEIGHT * indent + 2, black );
|
||||||
|
|
||||||
{
|
|
||||||
// center
|
|
||||||
if ( cgs.media.reticleShader ) {
|
|
||||||
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
|
|
||||||
cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
|
|
||||||
cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
|
|
||||||
cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
|
|
||||||
}
|
|
||||||
|
|
||||||
// hairs
|
|
||||||
CG_FillRect( 84, 239, 177, 2, black ); // left
|
|
||||||
CG_FillRect( 320, 242, 1, 58, black ); // center top
|
|
||||||
CG_FillRect( 319, 300, 2, 178, black ); // center bot
|
|
||||||
CG_FillRect( 380, 239, 177, 2, black ); // right
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//--------------------------------------
|
//--------------------------------------
|
||||||
|
|
Loading…
Reference in a new issue