From: divverent Date: Sat, 5 Nov 2011 16:10:25 +0000 (+0000) Subject: sync _DrawQ_Setup to R_ResetViewRendering2D (they match except for extra parameters... X-Git-Tag: xonotic-v0.6.0~163^2~32 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=df3507c643de58b4e4154f82fcf7fe0bc5acef65;p=xonotic%2Fdarkplaces.git sync _DrawQ_Setup to R_ResetViewRendering2D (they match except for extra parameters and min/max coordinates) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11527 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_draw.c b/gl_draw.c index 5cd72709..148acac8 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -1069,26 +1069,32 @@ void GL_Draw_Init (void) R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap, NULL, NULL); } -static void _DrawQ_Setup(void) +static void _DrawQ_Setup(void) // see R_ResetViewRendering2D { r_viewport_t viewport; if (r_refdef.draw2dstage == 1) return; r_refdef.draw2dstage = 1; CHECKGLERROR + R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL); R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); R_SetViewport(&viewport); + //GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); // DrawQ_SetClipArea would do this + GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + //GL_BlendFunc(GL_ONE, GL_ZERO); // DrawQ_ProcessDrawFlag does this + GL_ScissorTest(false); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_DepthTest(false); GL_DepthFunc(GL_LEQUAL); - GL_PolygonOffset(0,0); - GL_CullFace(GL_NONE); R_EntityMatrix(&identitymatrix); - - GL_DepthRange(0, 1); + R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); - GL_DepthTest(false); - GL_Color(1,1,1,1); + //R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); // not needed + //qglEnable(GL_POLYGON_OFFSET_FILL); // we never use polygon offset here + GL_CullFace(GL_NONE); } qboolean r_draw2d_force = false;