lines++;
y = vid_conheight.integer - sb_lines - lines * 8;
i = j = 0;
+ r_draw2d_force = true;
DrawQ_Fill(0, y, vid_conwidth.integer, lines * 8, 0, 0, 0, 0.5, 0);
while (string[i])
{
i++;
y += 8;
}
+ r_draw2d_force = false;
}
}
con_vislines = lines;
+ r_draw2d_force = true;
+
// draw the background
alpha = cls.signon == SIGNONS ? scr_conalpha.value : 1.0f; // always full alpha when not in game
if(alpha > 0)
// draw the input prompt, user text, and cursor if desired
Con_DrawInput ();
+
+ r_draw2d_force = false;
}
/*
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
+qboolean r_draw2d_force = false;
static void _DrawQ_ProcessDrawFlag(int flags)
{
_DrawQ_Setup();
CHECKGLERROR
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
if(flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else if(flags == DRAWFLAG_MODULATE)
float floats[36];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_ResetTextureState();
floats[12] = 0.0f;floats[13] = 0.0f;
float cosar = cos(ar);
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_ResetTextureState();
if (pic)
float floats[36];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
maxlen = 1<<30;
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return startx + DrawQ_TextWidth_UntilWidth_TrackColors_Scale(text, &maxlen, w, h, sw, sh, NULL, ignorecolorcodes, fnt, 1000000000);
R_Mesh_ResetTextureState();
if (!fontmap)
float floats[36];
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_ResetTextureState();
if (pic)
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
{
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_Mesh_ResetTextureState();
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
int num;
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
GL_Color(1,1,1,1);
CHECKGLERROR
void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, float g, float b, float alpha, int flags)
{
_DrawQ_ProcessDrawFlag(flags);
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
Cvar_RegisterVariable(&r_showdisabledepthtest);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_draw2d);
Cvar_RegisterVariable(&r_drawworld);
Cvar_RegisterVariable(&r_cullentities_trace);
Cvar_RegisterVariable(&r_cullentities_trace_samples);
// view origin
//
extern cvar_t r_drawentities;
+extern cvar_t r_draw2d;
+extern qboolean r_draw2d_force;
extern cvar_t r_drawviewmodel;
extern cvar_t r_drawworld;
extern cvar_t r_speeds;
}
if (fpsstring[0])
{
+ r_draw2d_force = true;
fps_x = vid_conwidth.integer - DrawQ_TextWidth(fpsstring, 0, fps_scalex, fps_scaley, true, FONT_INFOBAR);
DrawQ_Fill(fps_x, fps_y, vid_conwidth.integer - fps_x, fps_scaley, 0, 0, 0, 0.5, 0);
if (red)
else
DrawQ_String(fps_x, fps_y, fpsstring, 0, fps_scalex, fps_scaley, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
fps_y += fps_scaley;
+ r_draw2d_force = false;
}
if (timedemostring1[0])
{