/* 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 the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" int crosshair_texture[11]; /* ============== Crosshair_Init ============== */ void Crosshair_Init (void) { int i; for (i=1; i<11; i++) crosshair_texture[i] = loadtextureimage (va("gfx/crosshairs/crosshair%i", i), false, true); } /* ============== Draw_Crosshair ============== */ void Draw_Crosshair (int num) { int x = 0; int y = 0; x = (vid.width /2) - 16; y = (vid.height/2) - 8; glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture (GL_TEXTURE_2D, crosshair_texture[num]); glBegin (GL_QUADS); glTexCoord2f (0,0); glVertex2f (x, y); glTexCoord2f (1,0); glVertex2f (x + 32, y); glTexCoord2f (1,1); glVertex2f (x + 32, y + 32); glTexCoord2f (0,1); glVertex2f (x, y + 32); glEnd (); // restore display settings glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }