diff --git a/code/client/cl_scrn.c b/code/client/cl_scrn.c index ec545bc0..6e160c42 100644 --- a/code/client/cl_scrn.c +++ b/code/client/cl_scrn.c @@ -480,11 +480,15 @@ This will be called twice if rendering in stereo mode ================== */ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { + qboolean uiFullscreen; + re.BeginFrame( stereoFrame ); + uiFullscreen = VM_Call( uivm, UI_IS_FULLSCREEN ); + // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings - if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) { + if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); @@ -494,7 +498,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { // if the menu is going to cover the entire screen, we // don't need to render anything under it - if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) { + if ( uivm && !uiFullscreen ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); diff --git a/code/q3_ui/ui_atoms.c b/code/q3_ui/ui_atoms.c index c798bdd6..9292690b 100644 --- a/code/q3_ui/ui_atoms.c +++ b/code/q3_ui/ui_atoms.c @@ -879,10 +879,10 @@ void UI_MouseEvent( int dx, int dy ) // update mouse screen position uis.cursorx += dx; - if (uis.cursorx < 0) - uis.cursorx = 0; - else if (uis.cursorx > SCREEN_WIDTH) - uis.cursorx = SCREEN_WIDTH; + if (uis.cursorx < -uis.bias) + uis.cursorx = -uis.bias; + else if (uis.cursorx > SCREEN_WIDTH+uis.bias) + uis.cursorx = SCREEN_WIDTH+uis.bias; uis.cursory += dy; if (uis.cursory < 0) diff --git a/code/q3_ui/ui_credits.c b/code/q3_ui/ui_credits.c index 7baee618..db6f536a 100644 --- a/code/q3_ui/ui_credits.c +++ b/code/q3_ui/ui_credits.c @@ -166,12 +166,6 @@ UI_CreditMenu =============== */ void UI_CreditMenu( void ) { - /* This UI_FillRect() hack will blank the borders if you're in widescreen, - so you get a completely black background instead of stripes from the - previous frame on each side of the credits.. */ - const float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; - UI_FillRect(0 - uis.bias, 0, (640.0f / uis.xscale) * 2.0f, 480.0f / uis.yscale, black); - memset( &s_credits, 0 ,sizeof(s_credits) ); s_credits.menu.draw = UI_CreditMenu_Draw;