From: havoc Date: Thu, 12 Apr 2018 22:08:34 +0000 (+0000) Subject: Default scr_loadingscreen_background to 1, and also a fix for sRGB issues with the... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a8732c390b6b4c0e46e3e1eae07722b6359994a5;p=xonotic%2Fdarkplaces.git Default scr_loadingscreen_background to 1, and also a fix for sRGB issues with the loadingscreen background. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12387 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_screen.c b/cl_screen.c index ece99e96..b62fa45e 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -38,7 +38,7 @@ cvar_t scr_showturtle = {CVAR_SAVE, "showturtle","0", "show turtle icon when fra cvar_t scr_showpause = {CVAR_SAVE, "showpause","1", "show pause icon when game is paused"}; cvar_t scr_showbrand = {0, "showbrand","0", "shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)"}; cvar_t scr_printspeed = {0, "scr_printspeed","0", "speed of intermission printing (episode end texts), a value of 0 disables the slow printing"}; -cvar_t scr_loadingscreen_background = {0, "scr_loadingscreen_background","0", "show the last visible background during loading screen (costs one screenful of video memory)"}; +cvar_t scr_loadingscreen_background = {0, "scr_loadingscreen_background","1", "show the last visible background during loading screen (costs one screenful of video memory)"}; cvar_t scr_loadingscreen_scale = {0, "scr_loadingscreen_scale","1", "scale factor of the background"}; cvar_t scr_loadingscreen_scale_base = {0, "scr_loadingscreen_scale_base","0", "0 = console pixels, 1 = video pixels"}; cvar_t scr_loadingscreen_scale_limit = {0, "scr_loadingscreen_scale_limit","0", "0 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height"}; @@ -2563,7 +2563,7 @@ static void SCR_DrawLoadingScreen (qboolean clear) if(loadingscreentexture) { R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f); - R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, true, true, true); + R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, false, true, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);