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Fix drawing elements with color
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parent
1919b0efcb
commit
d0c0a55e6d
1 changed files with 14 additions and 21 deletions
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@ -74,7 +74,7 @@ void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, flo
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// draw the pic
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RB_BeginSurface(shader, 0, 0);
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RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
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RB_Color4bv(backEnd.color2D);
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RB_Texcoord2f(s1, t1);
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RB_Vertex2f(x, y);
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@ -126,8 +126,8 @@ void Draw_StretchPic2(float x, float y, float w, float h, float s1, float t1, fl
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scaledWidth2 = halfWidth * sx;
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scaledHeight2 = halfHeight * sy;
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// draw the pic
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RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_BeginSurface(shader, 0, 0);
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RB_Texcoord2f(s1, t1);
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@ -172,8 +172,8 @@ void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader) {
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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// draw the pic
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RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_StreamBegin(shader);
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@ -218,8 +218,8 @@ void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, i
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picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
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pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
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// draw the pic
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RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_StreamBegin(shader);
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@ -256,8 +256,8 @@ void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhand
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shader = tr.defaultShader;
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}
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// draw the pic
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RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
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// draw the pic
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RB_Color4bv(backEnd.color2D);
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RB_BeginSurface(shader, 0, 0);
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@ -485,27 +485,20 @@ Set2DWindow
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================
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*/
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void Set2DWindow(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f) {
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mat4_t oldmodelview, oldprojection, matrix;
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mat4_t matrix;
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R_IssuePendingRenderCommands();
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qglViewport(x, y, w, h);
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qglScissor(x, y, w, h);
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Mat4Copy(glState.projection, oldprojection);
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Mat4Copy(glState.modelview, oldmodelview);
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Mat4Identity(matrix);
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Mat4Ortho(left, right, bottom, top, n, f, matrix);
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GL_SetProjectionMatrix(matrix);
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Mat4Ortho(left, right, bottom, top, n, f, matrix);
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Mat4Identity(matrix);
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GL_SetModelviewMatrix(matrix);
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GL_State(GLS_DEPTHTEST_DISABLE | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA);
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qglEnable(GL_BLEND);
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qglDisable(GL_CULL_FACE);
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qglDisable(GL_CLIP_PLANE0);
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// Make sure to disable the fog to avoid messing up with the UI
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qglDisable(GL_FOG);
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qglFogf(GL_FOG_START, 0);
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GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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GL_Cull(CT_TWO_SIDED);
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if (!backEnd.projection2D)
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{
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