- Blood: use the 2D drawer to clear the screen for 2D display.

This commit is contained in:
Christoph Oelckers 2020-06-12 20:31:23 +02:00
parent 4f0e3adfbb
commit 60b18c7ec9
7 changed files with 13 additions and 13 deletions

View file

@ -1264,7 +1264,7 @@ RESTART:
bDraw = G_FPSLimit() != 0;
if (bDraw)
{
videoClearScreen(0);
twod->ClearScreen();
rotatesprite(160<<16,100<<16,65536,0,2518,0,0,0x4a,0,0,xdim-1,ydim-1);
}
if (gQuitRequest && !gQuitGame)

View file

@ -38,6 +38,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "animtexture.h"
#include "../glbackend/glbackend.h"
#include "raze_sound.h"
#include "v_2ddrawer.h"
BEGIN_BLD_NS
@ -77,7 +78,6 @@ void credLogosDos(void)
char bShift = inputState.ShiftPressed();
videoSetViewableArea(0, 0, xdim-1, ydim-1);
DoUnFade(1);
videoClearScreen(0);
if (bShift)
return;
{
@ -87,6 +87,7 @@ void credLogosDos(void)
}
else
{
twod->ClearScreen();
rotatesprite(160<<16, 100<<16, 65536, 0, 2050, 0, 0, 0x4a, 0, 0, xdim-1, ydim-1);
sndStartSample("THUNDER2", 128, -1);
videoNextPage();
@ -101,7 +102,7 @@ void credLogosDos(void)
}
else
{
videoClearScreen(0);
twod->ClearScreen();
rotatesprite(160<<16, 100<<16, 65536, 0, 2052, 0, 0, 0x0a, 0, 0, xdim-1, ydim-1);
videoNextPage();
DoUnFade(1);
@ -114,11 +115,11 @@ void credLogosDos(void)
sndStartSample("THUNDER2", 128, -1);
if (!DoFade(0, 0, 0, 60))
return;
videoClearScreen(0);
twod->ClearScreen();
videoNextPage();
if (!DoUnFade(1))
return;
videoClearScreen(0);
twod->ClearScreen();
rotatesprite(160<<16, 100<<16, 65536, 0, 2518, 0, 0, 0x4a, 0, 0, xdim-1, ydim-1);
videoNextPage();
Wait(360);
@ -127,7 +128,7 @@ void credLogosDos(void)
void credReset(void)
{
videoClearScreen(0);
twod->ClearScreen();
videoNextPage();
DoFade(0,0,0,1);
DoUnFade(1);
@ -227,7 +228,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
if (inputState.CheckAllInput())
break;
videoClearScreen(0);
twod->ClearScreen();
Smacker_GetPalette(hSMK, palette);
Smacker_GetFrame(hSMK, pFrame.Data());
animtex.SetFrame(palette, pFrame.Data());

View file

@ -86,7 +86,7 @@ CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widesc
void CGameMenuItemQAV::Draw(void)
{
if (bClearBackground)
videoClearScreen(0);
twod->ClearScreen();
if (raw.Size() > 0)
{

View file

@ -3588,7 +3588,6 @@ char pzLoadingScreenText1[256], pzLoadingScreenText2[256], pzLoadingScreenText3[
void viewLoadingScreenWide(void)
{
videoClearScreen(0);
#ifdef USE_OPENGL
if ((blood_globalflags&BLOOD_FORCE_WIDELOADSCREEN) || (bLoadScreenCrcMatch && !(hw_hightile && h_xsize[kLoadScreen])))
#else
@ -3620,11 +3619,11 @@ void viewLoadingScreenUpdate(const char *pzText4, int nPercent)
{
int vc;
viewGetFontInfo(1, NULL, NULL, &vc);
twod->ClearScreen();
if (nLoadingScreenTile == kLoadScreen)
viewLoadingScreenWide();
else if (nLoadingScreenTile)
{
videoClearScreen(0);
rotatesprite(160<<16, 100<<16, 65536, 0, nLoadingScreenTile, 0, 0, 74, 0, 0, xdim-1, ydim-1);
}
if (pzLoadingScreenText1[0])

View file

@ -626,7 +626,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
if (pub > 0 || videoGetRenderMode() >= REND_POLYMOST) // JBF 20040101: redraw background always
{
videoClearScreen(0);
//videoClearScreen(0);
#ifndef EDUKE32_TOUCH_DEVICES
if (ud.screen_size >= 8)
#endif

View file

@ -210,7 +210,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
{
int clear = 0;
//if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
state.Clear(clear);
}

View file

@ -273,7 +273,7 @@ public:
{
//twod->Clear();
SetViewport(0, 0, xdim, ydim);
ClearScreen(pe, false);
ClearScreen(pe, true);
}
void ClearDepth()