]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
simplify it, and make it a bit nicer to the GPU
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 12 Dec 2010 17:59:25 +0000 (17:59 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Sun, 12 Dec 2010 17:59:18 +0000 (18:59 +0100)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10653 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=fad6c0cb368f333846ab896bec205596940cd27b

cl_screen.c

index e494b1280317b1688767e1a90592f688f23a44cc..611bd82f0e1dca038101cfd56f86ff14573b6e42 100644 (file)
@@ -1994,7 +1994,7 @@ static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
        R_SetViewport(&viewport);
        GL_ColorMask(1,1,1,1);
        // when starting up a new video mode, make sure the screen is cleared to black
-       if (clear)
+       if (clear || loadingscreentexture)
                GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
        R_Textures_Frame();
        R_Mesh_Start();
@@ -2057,6 +2057,7 @@ static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
 static void SCR_DrawLoadingScreen (qboolean clear)
 {
        // we only need to draw the image if it isn't already there
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(0, 0);
        GL_DepthTest(false);
@@ -2064,12 +2065,10 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        GL_Color(1,1,1,1);
        if(loadingscreentexture)
        {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
                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);
        }
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        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);
@@ -2104,9 +2103,7 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        if(clear)
                SCR_ClearLoadingScreenTexture();
        else if(!loadingscreendone)
-       {
                SCR_SetLoadingScreenTexture();
-       }
 
        if(!loadingscreendone)
        {
@@ -2115,6 +2112,8 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        }
        loadingscreencleared = clear;
 
+       if (qglDrawBuffer)
+               qglDrawBuffer(GL_BACK);
        SCR_DrawLoadingScreen_SharedSetup(clear);
        if (vid.stereobuffer)
        {