Also removed redundant loading screen call, to avoid resolution weirdness
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12628
d7cf8633-e32d-0410-b094-
e92efae38249
CL_MeshEntities_Init();
CL_Video_Init();
+ Host_StartVideo();
}
for(i = 0; i < dp_fonts.maxsize; ++i)
if (dp_fonts.f[i].title[0])
LoadFont(false, va(vabuf, sizeof(vabuf), "gfx/font_%s", dp_fonts.f[i].title), &dp_fonts.f[i], 1, 0);
-
- // draw the loading screen so people have something to see in the newly opened window
- SCR_UpdateLoadingScreen(true, true);
}
static void gl_draw_shutdown(void)
Log_Start();
- // Starting after we parse commands so the screen resolution doesn't get weird for the first few seconds
- Host_StartVideo();
-
// put up the loading image so the user doesn't stare at a black screen...
SCR_BeginLoadingPlaque(true);