From 4108c0a580d0cb88188512f832f6b163cfa9edeb Mon Sep 17 00:00:00 2001 From: divverent Date: Sun, 9 May 2010 10:52:43 +0000 Subject: [PATCH] fix funny loading screen breakage with DX vertex formats git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10182 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_screen.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/cl_screen.c b/cl_screen.c index fe6f765d..76be67dc 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -1975,12 +1975,13 @@ static void SCR_DrawLoadingScreen (qboolean clear) 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(); -- 2.39.2