- place weapon sprites in a separate render list.

They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
This commit is contained in:
Christoph Oelckers 2019-12-30 19:29:32 +01:00
parent 7ea053bd90
commit ad24a1ce31
24 changed files with 204 additions and 163 deletions

View file

@ -137,8 +137,8 @@ void DFrameBuffer::DrawRateStuff ()
chars = snprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod.AddColorOnlyQuad(rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, 0);
DrawText (&twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
twod->AddColorOnlyQuad(rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, 0);
DrawText (twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);