mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
Call R_RegisterShaderNoMip for the crosshair
This prevents the crosshair texture from being altered by the texture quality settings
This commit is contained in:
parent
ba74943844
commit
499fe44bde
1 changed files with 7 additions and 4 deletions
|
@ -1294,6 +1294,9 @@ void CG_DrawCrosshair()
|
|||
return;
|
||||
}
|
||||
|
||||
// Fixed in OPM: R_RegisterShaderNoMip
|
||||
// Use R_RegisterShaderNoMip, as it's UI stuff
|
||||
|
||||
if (cgs.gametype != GT_FFA) {
|
||||
AngleVectorsLeft(cg.refdefViewAngles, forward, NULL, NULL);
|
||||
|
||||
|
@ -1321,23 +1324,23 @@ void CG_DrawCrosshair()
|
|||
|| ((myFlags & EF_AXIS) && (friendEnt->currentState.eFlags & EF_AXIS))) {
|
||||
// friend
|
||||
if (cg.snap->ps.stats[STAT_CROSSHAIR]) {
|
||||
shader = cgi.R_RegisterShader(cg_crosshair_friend->string);
|
||||
shader = cgi.R_RegisterShaderNoMip(cg_crosshair_friend->string);
|
||||
}
|
||||
} else {
|
||||
// enemy
|
||||
if (cg.snap->ps.stats[STAT_CROSSHAIR]) {
|
||||
shader = cgi.R_RegisterShader(cg_crosshair->string);
|
||||
shader = cgi.R_RegisterShaderNoMip(cg_crosshair->string);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (cg.snap->ps.stats[STAT_CROSSHAIR]) {
|
||||
shader = cgi.R_RegisterShader(cg_crosshair->string);
|
||||
shader = cgi.R_RegisterShaderNoMip(cg_crosshair->string);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// FFA
|
||||
if (cg.snap->ps.stats[STAT_CROSSHAIR]) {
|
||||
shader = cgi.R_RegisterShader(cg_crosshair->string);
|
||||
shader = cgi.R_RegisterShaderNoMip(cg_crosshair->string);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue