GL_DepthTest(false);
R_Mesh_ResetTextureState();
GL_Color(1,1,1,1);
- R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
if(loadingscreentexture)
{
+ R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
+ R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
SCR_DrawLoadingStack();