Call R_RegisterShaderNoMip for the crosshair

This prevents the crosshair texture from being altered by the texture quality settings
This commit is contained in:
smallmodel 2024-12-02 19:00:43 +01:00
parent ba74943844
commit 499fe44bde
No known key found for this signature in database
GPG key ID: 9F2D623CEDF08512

View file

@ -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);
}
}