git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7925
d7cf8633-e32d-0410-b094-
e92efae38249
DrawQ_Mesh (&mesh, (p->flags&0x0f));
}
+// TODO: move this into the client code and clean-up everything else, too! [1/6/2008 Black]
void VM_CL_AddPolygonsToMeshQueue (void)
{
int i;
vmpolygons_t* polys = vmpolygons + PRVM_GetProgNr();
+ // only add polygons of the currently active prog to the queue - if there is none, we're done
+ if( !prog )
+ return;
+
if(!polys->drawpolygons_num)
return;
R_Mesh_Matrix(&identitymatrix);
// reset the temp entities each frame
r_refdef.numtempentities = 0;
+ // TODO: fix these evil hacks! [1/6/2008 Black]
R_UpdateVariables();
+ R_ResetViewRendering2D();
PRVM_Begin;
PRVM_SetProg(PRVM_MENUPROG);
menu_refdef.view.colormask[2] = true;
menu_refdef.view.colormask[3] = true;
- menu_refdef.view.useperspective = true;
+ menu_refdef.view.useperspective = false;
menu_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0);
menu_refdef.view.frustum_x = menu_refdef.view.frustum_y * (float)menu_refdef.view.width / (float)menu_refdef.view.height / vid_pixelheight.value;
}